Marvel: Ultimate Alliance 2 Walkthrough :
This walkthrough for Marvel: Ultimate Alliance 2 [Playstation 3] has been posted at 21 May 2010 by kolll and is called "Marvel Ultimate Alliance 2 FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up kolll and share this with your freinds. And most important we have 2 other walkthroughs for Marvel: Ultimate Alliance 2, read them all!
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Walkthrough - Marvel Ultimate Alliance 2 FAQ/WalkthroughMARVEL: _ _ _ _______ _____ __ __ _______ ______ | | | | | |__ __|_ _| \/ | /\|__ __| ____| | | | | | | | | | | \ / | / \ | | | |__ | | | | | | | | | | |\/| | / /\ \ | | | __| | |__| | |____| | _| |_| | | |/ ____ \| | | |____ \____/|______|_| |_____|_| |_/_/ \_\_| |______| _ _ _____ _ _ _____ ______ /\ | | | | |_ _| /\ | \ | |/ ____| ____| / \ | | | | | | / \ | \| | | | |__ / /\ \ | | | | | | / /\ \ | . ` | | | __| / ____ \| |____| |____ _| |_ / ____ \| |\ | |____| |____ /_/ \_\______|______|_____/_/ \_\_| \_|\_____|______| 222222222222222 :::::::::::::::22 2::::::222222:::::2 2222222 2:::::2 2:::::2 2:::::2 2222::::2 22222::::::22 22::::::::222 2:::::22222 2:::::2 2:::::2 2:::::2 222222 2::::::2222222:::::2 2::::::::::::::::::2 22222222222222222222 FAQ/WALKTHROUGH v1.20 2009-10-06 Copyright 2009, Barry Scott Will This FAQ is based on the PS3 version of Marvel Ultimate Alliance 2. The Xbox 360 edition should be identical except for the controls. The Wii, PS2, PSP and DS versions of the game will be substantially different. A premium version of this guide, inlcuding maps and screenshots, can be purchased from www.papagamer.com =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= CONTACT INFORMATION =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= To contact me about the guide, send email to: barry@papagamer.com Please include "MUA2 FAQ" in your subject line so I do not auto-discard the message. Also, please read the FAQ carefully prior to asking for help on any part of the game. If you send me additional suggestions or hints for the game and I find them useful, you will be acknowledged in the Credits. If you find this guide useful and would like to contribute a small token for my efforts, you may send money through PayPal to: paypal@cavecreations.net Or use the Donate link found on my Web site: http://www.papagamer.com/ Thank you, and enjoy the guide! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= TABLE OF CONTENTS =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 1 OVERVIEW 1.1 CONTROLS 1.2 OVERVIEW 1.2.1 DIFFICULTY LEVELS 1.2.2 DAMAGE & DYING 1.2.3 SAVING YOUR GAME 1.3 COMBAT 1.3.1 BASIC MELEE 1.3.2 POWERS 1.3.3 FUSIONS 1.3.4 BOSS BATTLES 1.4 GLOSSARY 2 WALKTHROUGH - PRO-REGISTRATION 2.1 ACT I-IN WHICH NO GOOD DEED GOES UNPUNISHED 2.1.1 CHAPTER 1: LATVERIA 2.1.2 CHAPTER 2: NEW YORK CITY 2.1.3 CHAPTER 3: WASHINGTON, DC 2.2 ACT II-IN WHICH HEROES BECOME VILLAINS.AND VICE VERSA 2.2.1 CHAPTER 1: HIDEOUT RAID 2.2.2 CHAPTER 2: GUARD DUTY 2.2.3 CHAPTER 3: AMBUSH 2.3 ACT III-IN WHICH THE BEST LAID PLANS BLOW UP IN YOUR FACE 2.3.1 CHAPTER 1: PRISON 2.3.2 CHAPTER 2: WAKANDA 2.3.3 CHAPTER 3: SHOWDOWN 3 WALKTHROUGH - ANTI-REGISTRATION 3.1 ACT II-IN WHICH HEROES BECOME REBELS WITH A CAUSE 3.1.1 CHAPTER 1: BASE DEFENSE 3.1.2 CHAPTER 2: CONVOY STRIKE 3.1.3 CHAPTER 3: CHEM PLANT 4 CHARACTERS 4.1 CHARACTER BUILDING 101 4.1.1 POWERS 4.1.2 ABILITIES 4.1.3 ATTRIBUTES 4.1.4 HEROIC DEEDS 4.1.5 GENERAL COMMENTARY 4.2 PLAYABLE CHARACTERS 4.2.1 CAPTAIN AMERICA 4.2.2 DAREDEVIL 4.2.3 DEADPOOL 4.2.4 GAMBIT 4.2.5 GREEN GOBLIN 4.2.6 HULK 4.2.7 HUMAN TORCH 4.2.8 ICEMAN 4.2.9 INVISIBLE WOMAN 4.2.10 IRON FIST 4.2.11 IRON MAN 4.2.12 JEAN GREY 4.2.13 LUKE CAGE 4.2.14 MR. FANTASTIC 4.2.15 MS. MARVEL 4.2.16 NICK FURY 4.2.17 PENANCE 4.2.18 SONGBIRD 4.2.19 SPIDER-MAN 4.2.20 STORM 4.2.21 THING 4.2.22 THOR 4.2.23 VENOM 4.2.24 WOLVERINE 4.3 DOWNLOADABLE CHARACTERS 4.3.1 JUGGERNAUT 4.4 TEAMS 4.5 TIERS 4.5.1 SINGLE-PLAYER 4.5.2 MULTI-PLAYER 4.5.3 AI 5 COLLECTIBLES 5.1 ASGARDIAN RUNES 5.2 AUDIO LOGS 5.2.1 ACT I 5.2.2 ACT II 5.2.3 ACT III 5.2.4 END 5.3 BOOSTS 5.3.1 ADVANCED COMBAT 5.3.2 ATTRIBUTE 5.3.3 BASIC COMBAT 5.3.4 COUNTER TACTICS 5.3.5 DEFENSIVE 5.3.6 ELEMENTAL 5.3.7 FUSION 5.3.8 POWERS 5.3.9 RESISTANCE 5.3.10 SPECIAL COMBAT 5.3.11 STATUS EFFECT 5.3.12 SUPERIOR TRAINING 5.3.13 TACTICAL ADVANTAGE 5.3.14 UTILITY 5.4 DOSSIERS 5.4.1 GAME TIPS 5.4.2 KEY OPERATIVES 5.4.3 PERSONNEL 5.4.4 INTEL 5.5 GAMMA REGULATORS 5.6 M'KRAAN FRAGMENTS 5.7 POWER PIP TOKENS 5.8 SIMULATOR DISCS 5.9 UPGRADE TOKENS 5.10 TRAINING OBJECTIVES 5.10.1 MELEE TRAINING 5.10.2 POWER TRAINING 5.10.3 COMBAT MASTERY 5.11 TROPHIES & ACHIEVEMENTS 6 SIMULATOR MISSIONS 6.1 BASIC TRAINING 6.2 HEAVY METAL 6.3 HEAVIER METAL 6.4 HOW ARE DE DUCKS? 6.5 WANTON DESTRUCTION 6.6 ADRENALINE RUSH 6.7 ADRENALINE SURGE 6.8 COUNTDOWN 6.9 SEARCH AND DESTROY 6.10 COMMAND 6.11 PINNED 6.12 BREAKOUT 7 TRIVIA QUIZZES 7.1 STARK TOWER, ACT I 7.2 S.H.I.E.L.D. HQ, ACT II 7.3 WHITE STAR HQ, ACT II 7.4 SECRET BUNKER, ACT III 7.5 WAKANDAN PALACE, ACT III 8 VERSION HISTORY & CREDITS 9 LEGAL ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ 1 OVERVIEW ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ 1.1 CONTROLS ACTION PLAYSTATION 3 XBOX 360 Move Left stick Left stick Camera Right stick Right stick Quick Attack X A Strong Attack (1) Circle B Grab/Interact Square X Jump (2) Triangle Y Change Character D-pad D-pad Block L1 LS Dodge Left stick + tap L1 Left stick + tap LS Fusion L2 LT Heal/Revive R1 RS Powers R2 RT Navigation R3 Pause Menu Start Start Quick Level (3) Select Back 1) You can charge the Strong Attack for a greater impact by holding the button for a couple of seconds. 2) All characters can double-jump. Some characters have a flying ability that kicks in when you double jump. Some, like Spidey, require that you hold the Jump button in order to "fly." Others, like Iron Man, remain flying until you press the Interact button to come down. Flying characters do not regain Stamina while in the air. To fly higher, press the Jump button. To fly lower, press the Interact button. To smash enemies on the ground, press the Strong Attack button. 3) You can use the Quick Level button to add points to your character's Powers and Abilities and change your team's equipped boosts. The game does not pause while you are using Quick Level. In multi-player, your character is taken over by the game's A.I. so your partners can continue playing while you make adjustments. 1.2 OVERVIEW If you have played either of the X-Men Legends games or the first Marvel Ultimate Alliance, you'll feel right at home in Marvel Ultimate Alliance 2. The game is a linear, action/RPG with emphasis on the action. What distinguishes this title is the two distinct storylines as the plot splits the superheroes along the lines of Marvel's Civil War series from 2006 and 2007. See http://en.wikipedia.org/wiki/Civil_War_(comics) for more information on the story. Approximately one-third of the way into the game, you must choose to side with Iron Man (Pro-registration) or Captain America (Anti-registration). Your choice determines which superheroes you can use, what powers they have and your objectives through the rest of the game. You'll also get a different ending depending on your choice. The maps, however, remain the same. Marvel Ultimate Alliance 2 is a pretty standard "action/RPG," which means there is a lot of action and a little role-playing. Most of the role-playing involves leveling up your characters by choosing which powers and abilities to emphasize. More on powers, abilities and attributes can be found in the Combat and Characters sections of this guide. 1.2.1 DIFFICULTY LEVELS There are four difficulty levels for Marvel Ultimate Alliance 2: * Casual-your heroes don't die, they only faint temporarily; you don't get Health Tokens (why bother when you can't die?); and you can't adjust Powers and Abilities (Autospend is always on) * Heroic-normal difficulty; your heroes can die and you can turn Autospend off and adjust Powers and Abilities as you like * Super Heroic-hard difficulty; your heroes can die, you can turn Autospend off and enemies have more health * Legendary-very hard difficulty; your heroes can die, you can turn Autospend off, enemies have more health and do more damage and you start at higher level For your first game, Legendary difficulty is locked. You must beat the game at Heroic or Super Heroic difficulty to unlock Legendary. Once you have unlocked Legendary, there are two ways to begin a Legendary game: 1) From the main menu, start a new game and choose Legendary difficulty. Your heroes begin at level 30; however, it is in all other respects the same as starting your first game. You have to unlock all characters again, re- collect all Boosts and other upgrades and collectibles, etc. 2) At the end of the game, you have an opportunity to begin a new game from the final headquarters map of the game. If you do this, you begin a new game at Legendary difficulty; however, you keep everything you've earned thus far-all characters, all costumes, all Boosts, all upgrades, all collectibles, etc. You can also use any hero at any time-i.e play as Cap on Pro-Reg or use Thing before he makes up his mind, etc. This is the preferred method of starting a Legendary game. 1.2.2 DAMAGE & DYING All characters have health, which is displayed to the right of your character portrait as a red semi-circle. If your health runs out, your character is "fallen." Fallen characters can be revived (see below). If not revived, characters remain fallen until you reach the next HQ or reload the game. Characters can be healed before they fall by using a Health Token or collecting health orbs. Health Tokens are special rewards for getting a high score on a Fusion. You may also find Health Tokens at various points in the game. You may carry up to two Health Tokens at a time. To use a Health Token, press the Heal button and press the face button corresponding to the character you want to heal. The character is restored to 100% health. Health Tokens will also revive a fallen character if that character is nearby. Press the Heal button and press the face button corresponding to the character you want to revive. That character will be restored to a percentage of full health. The percentage of health restored is determined by the character's Teamwork attribute. There are special rewards for finishing maps and defeating bosses without using revival. This does not mean no character falls, only that you do not revive any fallen characters. You can also restore health (but not revive fallen characters) by collecting health orbs. Health orbs are red orbs released by some containers and some enemies. Destroy everything in your path to release these orbs. 1.2.3 SAVING YOUR GAME Marvel Ultimate Alliance 2 uses an automatic save system and checkpoints. Checkpoints are not always obvious; though, usually they are present only at the beginning of a mission and at the beginning or in the middle of some of the more intense boss fights. You may also have up to ten (10) manual saves; unfortunately, you cannot name your manual saves so it's not always obvious which save is for which game if you're playing more than one simultaneously. 1.3 COMBAT Marvel Ultimate Alliance 2 is mostly about fighting. There are three types of fighting: 1.3.1 BASIC MELEE All characters can punch and kick using two attack buttons: Quick and Strong. Quick attacks are faster and do less damage; strong attacks are slower and do more damage with a chance of knocking opponents back. You can also charge strong attacks by holding the Strong Attack button for a couple of seconds before unleashing the attack. You can string quick and strong attacks together to achieve certain effects. * Pop-Up: Quick, Quick, Strong-launches the opponent in the air * Trip: Quick, Strong, Quick-knocks the opponent to the ground * Stun: Quick, Strong, Strong-stuns the opponent, preventing him from attacking 1.3.2 POWERS All superheroes have four active Powers that can be used in combat. Most of these Powers are offensive in nature, a few are defensive or boost Powers. Superheroes also have a range of passive powers (i.e. powers that are always active). The passive powers are called Abilities, are generally defensive and are discussed in more detail in the Characters section of this guide. Active powers are automatically mapped to the four face buttons on your controller (i.e. X, Circle, Triangle, Square for the PS3 or A, B, X, Y for the Xbox 360). Press-and-hold the Powers button (R2 for the PS3, RT for the Xbox 360) and press the appropriate face button to activate the power. Some powers allow rapid firing by tapping the button; others allow continuous use by holding the button (as long as your Stamina holds out). In order to use active Powers, you must have Stamina, which is displayed as a blue semi-circle to the left of your character portrait on screen. Stamina restores itself over time; the speed at which it recovers depends on the hero and the hero's abilities. Stamina can only be restored when on the ground; flying characters cannot recover Stamina. As in earlier games in this series, powers are far more effective than straight-up melee. Ranged powers are especially useful as many of your enemies have ranged weapons of their own and the sooner you hit them the better. 1.3.3 FUSIONS Fusions are special attacks created by two superheroes "crossing their streams"-i.e. using their powers to complement each other. You see an early demo of a fusion when Iron Man shoots a pulse at Wolverine, who deflects the pulse with this adamantium claws, creating a huge explosion. Fusions can only be performed if you have a Fusion Star. You earn Fusion Stars by defeating enemies. You can only store two Stars at any time. Using Fusions often is the name of the game. In single-player, activating a Fusion is simple: hold the Fusion button (L2 for the PS3, LT for the 360) and press the corresponding face button for the character you want to pair with (button icons appear over the heads of your teammates). In multi-player, if you want to pair with another human-controlled character, both players must press the Fusion button to activate the Fusion. There are three types of Fusions: Clearing, Guided and Targeted. * Clearing Fusions create explosive blasts that damage enemies in a large radius around the paired heroes. After activating the Fusion, follow the on-screen prompt in the lower right of your screen to increase the Fusions power (e.g. rapidly tapping Quick Attack). Clearing Fusions do the least amount of damage over the largest area. Clearing Fusions are best used in large, open areas where you are surrounded. * Guided Fusions create areas of effect that you can move around the battlefield, trapping enemies in its wake. Once the Fusion is active, you can move your heroes around the battlefield, trying to catch enemies in the area of effect of your Fusion. Guided Fusions do more damage than Clearing Fusions; and, overall, are a better choice unless you are literally being swarmed and need to get the enemies off your back as quickly as possible. * Targeted Fusions only work on a single target. Once you have activated the Fusion, a countdown circle appears on the ground. Use your left stick to move the circle over your target before it fills completely; then, watch your heroes inflict major pain on your enemy. Targeted Fusions, of course, work best against bosses. You can rapidly tap Quick Attack while waiting for the timer to expire to increase the area of effect of the Fusion. For each type of Fusion, there is a target that, if reached, automatically awards you a Health Token. For Clearing and Guided Fusions, the target is a certain number of enemies (typically ranging from 10 to 15) that are hit by the Fusion. For Targeted Fusions, using the Fusion on a boss-as opposed to just a strong regular mob-earns the Health Token. There are no names for the various Fusions (though the developers occasionally refer to a Fusion by name); however, the important info on each Fusion is the type of Fusion. When putting together any team, you want to be sure you have at least one Targeted Fusion and one Guided Fusion. Clearing Fusions, while nice, are not as indispensible. 1.3.4 BOSS BATTLES Here is THE generic, one-size-fits-all boss battle strategy for Marvel Ultimate Alliance 2. Run around blowing up minions or pounding the boss with ranged attacks until you earn a Fusion Star; then, hit the boss with a Targeted Fusion. Collect the Health Token that pops out for using a Targeted Fusion on a boss; heal or revive teammates. Keep moving to avoid as many of the boss' attacks as possible. Repeat until the boss is down. Yeah, it's really that simple. There are a two or three battles (including the final boss battle) where you have to modify these steps a bit. But, only a bit. The primary mix-up is to throw two bosses into the mix and have one be invulnerable for a while. Still, if you keep on the move and have good ranged attacks, you're golden-even at Legendary difficulty. The important thing for any boss battle is to have at least one (preferably two) heroes on your team that have a strong ranged attack that targets multiple enemies and does a lot of knockback. You can use this Power to move around the battlefield blasting away, keeping enemies off-balance and rapidly racking up the points needed to earn a Fusion Star. 1.4 GLOSSARY A brief set of definitions for words that are peculiar to RPGs or games in general. 1) Boost Another term for "buff" (see below). Also, in Ultimate Alliance 2, a Boost is a specific type of item, see "Team Boost" below. 2) Boss Any enemy in the game that is significantly tougher and harder to kill than the majority of enemies. Defeating bosses usually requires special tactics. 3) Buff Anything that increases a character's Attributes, damage output or defensive capability. 4) Debuff Anything that decreases a character's Attributes, damage output or defensive capability. 5) HP Hit points or health. Refers to how much damage a character can take before "dying." 6) Leader Ultimate Alliance's term for a mini-boss (see below). 7) Mini-Boss An enemy that is stronger than normal enemies; but, not as strong as a boss. 8) Mob Any enemy in the game. May also sometimes refer to a group of enemies. 9) Spam Not a lunch meat. To "spam" something in a game is to use it repeatedly. Most often used to refer to specific attacks; e.g. "Spam Thor's Mighty Swipe" means to use Thor's second Power over and over again. 10) Tank A character built like a tank with lots of natural defense and strong close- range attacks. 11) Team Boost A medal that can be equipped to one of three slots for your team and provides enhancements for all heroes on your current team. To equip Boosts, open the Quick Level menu with Select/Back or, in the Pause menu, press Triangle/Y. Boosts are found in maps, awarded for defeating bosses and for completing sim missions and Heroic Deeds. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 2 WALKTHROUGH - PRO-REGISTRATION =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Directions in this walkthrough are based on cardinal points of the compass with North being toward the top of the screen when viewing the in-game map. Press Start to bring up the Pause Menu, scroll right one place to Map and press X (PS3) or A (360) to see the map. Your party is represented by a red arrow; your objectives are blue S.H.I.E.L.D. icons and the exit from the map is a yellow S.H.I.E.L.D. icon. This walkthrough was written while playing the Pro-Registration path on Super Heroic difficulty. A partial Anti-Registration walkthrough follows, covering just Act II, which is the only part of the game that is significantly different. This walkthrough does contain spoilers; though, they have been kept as minimal as is possible. 2.1 ACT I-IN WHICH NO GOOD DEED GOES UNPUNISHED 2.1.1 CHAPTER 1: LATVERIA This first two chapters of Marvel Ultimate Alliance 2 follows the basic storyline of Secret War. See http://en.wikipedia.org/wiki/Secret_War_(comics) for more information on the story. 2.1.1.1 URBAN WARFARE Objectives: [] Defeat Latverian Resistance [] Head Toward Castle Doom [] Retrieve Black Widow's Intel Drop [] Disrupt Power Source Collectibles: [] Dossier: Latveria-in an alcove to the left of the first gate [] Audio Log: Latverian Power Supply-after first Fusion battle [] Boost: Team Tactics I-after Fusion battle, go south into a side street before going up the ramp to the area with the sparking wires [] Boost: Resist Crush I-in area with sparking wires, fly or climb to a ledge on the north side of the first intersection [] Boost: Resist Electric I-in plaza with the Doom statue, break the statue [] Boost: Team Tactics III-beat Electro (Legendary difficulty) You're stuck with Iron Man, Captain America, Spider-Man and Wolverine. Not the world's greatest team; but, serviceable-especially for early in the game. Fight off the initial wave of attackers, which are all basic melee types. This is a good time to experiment with the different characters: Iron Man is mostly a ranged fighter; Cap and Spidey are melee fighters with a bit of range to them (Cap's thrown shield and Spidey's Web Mace) and Wolverine is pretty straight-up melee. When the soldiers finally yell, "Pull back!" you'll be able to advance east. You'll run into your first set of gunners at the end of the street. Take them out and turn left and continue north and then around to the east. At the next corner you'll encounter another large wave similar to the one you beat back at the beginning of the map. Head south and jump up a couple of ledges to the right and then head left (east) across the bridge. As you come down from the bridge, you'll encounter a raised gate guarded by a half-dozen or so soldiers. Take them out and bash the gate to bring it down. Defeat the soldiers behind the gate; then, look in an alcove just to the left of the gate for Dossier: Latveria. Head north and go up the ramp to your left and around the corner to a major battle arena. You'll be introduced to Fusions. For the trophy/achievement "Tactical Training," perform a Clearing Fusion here (e.g. Iron Man + Wolverine). If the Fusion doesn't take all the robots out, you'll need to clean up what's left. After the battle, collect the Audio Log in the center of the arena to initiate the next part of the map. You'll have to head west and jump down into the street and keep going west. At the end of the street, turn left (south) and pick up a Boost, then backtrack and go up the ramp. Beat off the guys at the top of the ramp and then jump down into the street beyond. For the remainder of the map, you'll want to try to avoid the sparking wires lying in the streets. Go north up the street. At the intersection, climb the ramp to your left and go along the north side of the ledge, jumping the gap, to collect a Boost. Fight your way east along the street to a plaza with a statue of Dr. Doom in the center. There's another gang of robots and soldiers here, so you'll probably want to break out a Clearing or Guided Fusion. (For "Tactical Training," you must use a Fusion here.) After the battle, if the Doom statue is still standing, knock it down to uncover another Boost. Go down the street to the church and fight off the robots. Enter the church at the end of the street for your first boss battle against Electro. Refer to the generic boss battle strategy under Combat in the first section of this guide. Pound on Electro until you have a Fusion Star; then, target Electro with a Targeted Fusion. For "Tactical Training," use Spider-Man and Wolverine. At two points during the battle, Electro will recharge himself at one of the capacitors on the side of the room. When he does this, quickly move in and smash the capacitor; Cap or Wolverine using basic attacks are good for this. Return to the generic boss battle strategy until Electro fizzles out. 2.1.1.2 ASCENSION Objectives: [] Reach Castle Gates [] Destroy Turret Defenses (optional) [] Defeat Wizard and Scorcher Collectibles: [] Audio Log: Electro's New Suit-patio to the left at the first right turn [] Dossier: Black Widow-patio to the left at the first right turn [] Boost: Destructive I-to the right after going up the elevator [] Body Upgrade-to the right after going up the elevator [] Dossier: Electro-to the right after going up the elevator [] Boost: Fire Proof I-on second round platform after first set of force fields [] Boost: Powerful IV-defeat Wizard (Legendary) [] Boost: Striker IV-defeat Scorcher (Legendary) This map begins with more running through streets taking out soldiers and bashing down gates. As you start up the street you'll make a left and then a right. Before making the right, look to the left, there's a patio where you can grab an Audio Log and a Dossier. After the first gate you smash, you'll run into soldiers with shields for the first time. There are three ways to take care of shield-toting enemies: 1. Stand in front of the soldier and press Grab to grab the shield; then, rapidly tap Grab to rip it from the soldier (on PS3 you can also shake the controller rather than tap Grab) 2. Hit the soldier with a Trip combo to knock him to the ground 3. Hit the soldier with a Direct Damage Power For now, grabbing and ripping is probably the easiest solution. Smash the next gate around the corner and climb the hill. As you round a bend you'll run into a helicopter firing missiles. Use Block to deflect the missiles; or, just dodge them and rush the helicopter. When the chopper starts chucking grenades, pick one up and throw it (Grab a grenade to pick it up and press Grab again to throw). One or two grenades will finish the 'copter and you can continue up the hill. At the top of the hill you will once again be swarmed by soldiers, a couple using shields. There are three to four waves of soldiers that will drop on you, so use Fusions judiciously. (For the "Tactical Training" trophy/achievement, you must use at least one Clearing Fusion.) When Fusions aren't available, Spidey's Web Mace and Iron Man's Pulse Barrage are most useful in keeping enemies off your back. Once all the soldiers are defeated, a cutscene will introduce a ride in the elevator. This will be your first chance to select responses. There are three attitudes represented by the responses you can give. The first response in the list is an Aggressive response; the second is a Diplomatic response; and, the third is a Defensive response. By giving the same response throughout a conversation, you can earn Boosts as bonuses. After the ride in the elevator, ignore Fury's suggestion to go left and go right (south). Explore the area to find a Boost, Body upgrade and Dossier. Now you can listen to Fury and go back past the elevator to a round platform. Defeat the few enemies here and advance down the path to the west. There will be a turret to each side of the path. Use a ranged attack (Iron Man's Pulse Barrage, Cap's Shield Throw) to take out the turrets. Keep going until you're blocked by a force field. To the left of the field is a large metal something; step up to it and press-and-hold Grab to grab the object and pull it to the force field. Slide it in on the left side to leave room on the right to go through; defeat the soldier and press Grab/Interact at the control console to take down the far force field. The final Fusion training moment is to use a Guided Fusion to advance to the next platform. Advance to the next circular platform; where you'll find a Boost on the far side. From this second circular platform, the path has two more turrets along the sides. After the turrets, there's one more swarm to take care of before you advance to the boss battle. At the castle gates you will face Scorcher and Wizard. Concentrate on Scorcher until Wizard comes out of his little protective field; then, turn your attention on him. You can use the generic boss battle strategy as there's nothing unusual going on here. When both villains are down, step up close to the gate and press Grab/Interact to start the cutscene that opens the gate. 2.1.1.3 CASTLE DOOM Objectives: [] Smash the Shield Projectors [] Clear Out Security Control [] Disable Radio Jammers Collectibles: [] Body Upgrade-inside the building from which the ninjas jump [] Boost: Resist Impact I-inside the building from which the ninjas jump [] Boost: Draining I-inside the castle right after fighting the ninjas [] M'Kraan Fragment-behind the west door in the first room with force fields [] Dossier: Lucia von Bardas-in the parlor after the first room with the force fields [] Asgardian Rune-in a side room blocked by a force field just past where you get the previous Dossier [] Audio Log-Lucia von Bardas Profile-in same room as Asgardian Rune [] Dossier: Doctor Doom-at the intersection before the radio jammers, break the crates to reveal the Dossier [] Dossier: Latverian Soldier-under a pile of missiles on the final stage of the map After all the cutscenes, you will finally have the ability to put together your own team. You have a limited selection of characters that are unlocked; and, you can't use Iron Man or Captain America. The characters available to you are: * Daredevil * Gambit * Human Torch * Iceman * Invisible Woman * Luke Cage * Mr. Fantastic * Spider-Man * Storm * Thing * Wolverine Pick your team and head down the path. Save up your Fusion Stars as you'll be swarmed when you reach the shield projectors. On the platform with the shield projectors, cl |
