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    FAQ/Walkthrough by PapaGamer

    Version: 1.20 | Updated: 10/06/09 | Search Guide | Bookmark Guide

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                                 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:
    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:
    Or use the Donate link found on my Web site:
    Thank you, and enjoy the guide!
                                 TABLE OF CONTENTS
    1      OVERVIEW
    1.1    CONTROLS
    1.2    OVERVIEW
    1.2.2  DAMAGE & DYING
    1.3    COMBAT
    1.3.1  BASIC MELEE
    1.3.2  POWERS
    1.3.3  FUSIONS
    1.3.4  BOSS BATTLES
    1.4    GLOSSARY
    2.1.1  CHAPTER 1: LATVERIA
    2.2.2  CHAPTER 2: GUARD DUTY
    2.2.3  CHAPTER 3: AMBUSH
    2.3.1  CHAPTER 1: PRISON
    2.3.2  CHAPTER 2: WAKANDA
    2.3.3  CHAPTER 3: SHOWDOWN
    3.1.3  CHAPTER 3: CHEM PLANT
    4      CHARACTERS
    4.1.1  POWERS
    4.1.2  ABILITIES
    4.1.3  ATTRIBUTES
    4.1.4  HEROIC DEEDS
    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
    4.2.10 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
    4.3.1  JUGGERNAUT
    4.4    TEAMS
    4.5    TIERS
    4.5.1  SINGLE-PLAYER
    4.5.2  MULTI-PLAYER
    4.5.3  AI
    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
    5.3.2  ATTRIBUTE
    5.3.3  BASIC COMBAT
    5.3.5  DEFENSIVE
    5.3.6  ELEMENTAL
    5.3.7  FUSION
    5.3.8  POWERS
    5.3.9  RESISTANCE
    5.3.11 STATUS EFFECT
    5.3.14 UTILITY
    5.4    DOSSIERS
    5.4.1  GAME TIPS
    5.4.3  PERSONNEL
    5.4.4  INTEL
    6.2    HEAVY METAL
    6.3    HEAVIER METAL
    6.4    HOW ARE DE DUCKS?
    6.8    COUNTDOWN
    6.10   COMMAND
    6.11   PINNED
    6.12   BREAKOUT
    7.1    STARK TOWER, ACT I
    7.2    S.H.I.E.L.D. HQ, ACT II
    7.3    WHITE STAR HQ, ACT II
    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.
    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.
    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
    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
    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
    4)     Debuff
    Anything that decreases a character's Attributes, damage output or defensive
    5)     HP
    Hit points or health. Refers to how much damage a character can take before
    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.
    2.1.1  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.
    [] Defeat Latverian Resistance
    [] Head Toward Castle Doom
    [] Retrieve Black Widow's Intel Drop
    [] Disrupt Power Source
    [] 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
    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.
    [] Reach Castle Gates
    [] Destroy Turret Defenses (optional)
    [] Defeat Wizard and Scorcher
    [] 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
    [] 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.
    [] Smash the Shield Projectors
    [] Clear Out Security Control
    [] Disable Radio Jammers
    [] 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
    [] 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, clear out the robots; then, stand in front of each projector and
    tap Grab to rip off the shielding. You can then smash the projectors. Once
    they are destroyed, you can enter the castle. You'll pass over a couple of
    bridges; then, exit outside onto a catwalk.
    As you leave the castle, ninjas will jump from the windows of the building to
    your left. After you have beaten three ninjas, you can fly or double-jump into
    the windows and pick up a Body Upgrade and a Boost. Right after the three
    ninjas, you'll be swarmed again; then, it's back into the castle where you
    pick up a boost in the first room.
    Go through the door to your left and prepare for several swarms of robots.
    Taking out all the robots clears the security room and you advance through the
    broken windows on the far side of the room.
    You go around the corner and continue north into a room with two exits, both
    blocked by force fields. The door to your left (west) leads to a small room
    with a M'Kraan Fragmant. The door to the north continues the map. To remove
    the force fields, move the large cylinders on the north wall onto the white
    circles near each door.
    In the next room, you will meet enemy "leaders" for the first time. These more
    powerful opponents are marked with a colored circle around their feet and take
    more hits to kill. Concentrate on them first before dealing with the regular
    mobs. After you defeat the enemies; search the room for a Dossier. Watch the
    timing of the force fields to the north and run past them when they disappear.
    After passing the force fields, do not immediately run out onto the bridge.
    Wait until the lasers stop firing before crossing into another swarm of
    enemies, including two with shields. After finishing the mobs, do not
    immediately leave the room through the north door. There's a door blocked by
    force fields to the right (east). Move the column over the white circle and
    enter the side room for an Asgardian Rune and an Audio Log.
    Go north out of the main room and you'll be back outside. Fight your way down
    the path to an intersection where the path turns right. After defeating all
    the enemies, destroy all the crates in the intersection and move the rubble
    out of the way to score a Dossier. Continue down the path to the circular
    arena where the radio jammers are located.
    You will have to rip (tap Grab button) the shielding off all three jammers and
    then smash them and you will have to do this under constant pressure as
    enemies keep swarming. If playing single-player, try switching heroes often as
    the AI targets the human-controlled player and leaves the computer-controlled
    players mostly alone. There's a pile of missiles on the east edge of the
    arena; blow them out of the way to reveal a Dossier.
    Once all the jammers have been taken out, you can use the elevator in the
    center of the arena to get to the next map.
    [] Enter Tinkerer's Lab
    [] Engage Capacitor Locks
    [] Defeat Cyborg Prototypes (optional)
    [] Destroy Reactor Shielding
    [] Break Tinkerer's Tank Bot
    [] Strike Upgrade -at the end of the first hall
    [] Dossier: Wizard-beside the stairs down into the first lab
    [] Dossier: Scorcher-on the other side of the stairs from the previous Dossier
    [] Focus Upgrade-side room west of the second capacitor
    [] Gamma Regulator-side room east of the third capacitor
    [] Boost: Inferno I-bottom of the second flight of circular stairs
    [] Dossier: Latverian Cyborg-in the lab with the last two cyborgs, opposite
       the door you come in
    [] Audio Log: Von Bardas and Tinkerer-in the lab with the last two cyborgs, in
       between some equipment in the southeast corner of the room
    [] Boost: Focused I-beat Tinkerer's tank bot
    [] Boost: Focused IV-beat Tinkerer's tank bot (Legendary)
    Head straight down the first hallway and pick up a Strike Upgrade; then,
    backtrack a little bit and go through the door on your right. Keep going
    through the next little room and enter a lab where Tinkerer is modifying
    soldiers and building robots. They will, of course, attack you. Some of these
    guys fire missiles so be ready to block or dodge. On either side of the stairs
    you came down is a Dossier.
    Leave this lab and go down a circular staircase to another lab. Destroy the
    enemies and also smash the large piece of machinery in the center of the room
    until two arms come clanging down on either side of it. This is the first of
    three capacitors you must "engage" prior to finishing out this mission. While
    you're fighting, you will probably break open a tank full of green fluid and a
    cyborg. Defeat the cyborg to kick off an optional quest to defeat eight of
    these guys.
    Head into the next room to the west, kill the mobs and engage the capacitor.
    The Nav system will now point you to the south; before going that way, go into
    a side room to the west. There are two more cyborgs in here to break out and
    defeat and you can pick up a Focus Upgrade.
    Go back to the second capacitor and go through the door to the south. Defeat
    the enemies, engage the third capacitor and break out the fourth cyborg and
    beat him up. There's a side room to the east that has several robots, two more
    cyborgs and a Gamma Regulator. Go back to the previous room and exit by the
    south door and go down another flight of circular stairs.
    In the small room at the bottom of the stairs you can pick up a Health Token
    and a Boost. Activate the door to the west and enter another lab. You can kill
    the last two cyborgs here for the optional mission. Pick up a Dossier next to
    Tinkerer's face opposite the door you come in. In the southeast corner of the
    room, in between some heavy equipment, is an Audio Log. Exit by the door in
    the southwest corner of the room and be prepared to fight a large mob of
    cyborgs with rocket launchers.
    When the cyborgs are all gone, a door to the west opens and you can enter
    Tinkerer's garage. There are a metric ton of robots in here, all lined up
    nicely waiting for you. To your left as you enter you can see the reactor. To
    either side is a large box, with electricity connecting it to the reactor.
    Your primary responsibility is to pull each of those boxes forward to
    disconnect it from the reactor; and, then, hit the reactor to destroy its
    But, first, you have to deal with the robots. In addition to the couple dozen
    in the garage at the start, they will swarm for a while. Try to use radial
    attacks and save your Fusion Stars as this is not the main boss battle. That's
    still to come and you'll want Fusion Stars for dealing with the boss. When the
    robots have been dealt with, Black Widow will tell you to destroy the reactor
    shielding and that's when you pull the boxes and blast the reactor.
    This, of course, ticks off Tinkerer, so he unleashes a huge robot on you. The
    robot can only be taken down by first destroying the shielding on its legs.
    Attack its legs with everything you've got, including Targeted Fusions. Try to
    stay out of range of its various attacks-there will also be regular robots
    swarming you. Overall, a fun day.
    The bot's main attacks include a stomp with the left front leg, a radial burst
    of fire, a laser beam with a long reach and missiles. The stomp and fire burst
    can be avoiding just by staying out of range. The missiles have to be blocked
    as they are homing missiles and can't just be dodged. The laser beam has a
    small arc and is fired from the top of the bot, so you can either get under
    it, fly over it, or get behind the bot and avoid it.
    Fortunately, the arena is large and the bot is slow so you can always get far
    away from it to deal with swarms of small robots, recoup Stamina and get ready
    to go back into the fracas. Destroying the shielding on the bots legs also
    destroys the bot and awards you a Boost.
    [] Sim Disc: Basic Training-in front of the sim console
    [] Audio Log: New Warriors TV Promo-south side of HQ
    [] Concept Art: Latveria-on elevator on south side of HQ
    [] Sim Disc: Command-on same platform as trivia console
    [] Dossier: Stark Tower-on same platform as trivia console
    [] Dossier: Tinkerer-on center platform
    [] Teamwork Upgrade-using Iron Man, activate switch on column next to
       northeast platform
    HQ Conversations:
    [] Gambit, Iceman, Storm or Jean Grey with Wolverine
    [] Daredevil with Black Widow
    Welcome to your first HQ stage. These interludes between missions give you a
    chance to catch your breath as well as train up your characters. All HQ stages
    have the following components:
    1)     Sim Console
    The sim console allows you to run simulations, which are training scenarios,
    and replay previous missions. To run a simulation, you must have a simulation
    disc. There are 12 discs scattered around the game; most of them in the HQ
    maps. You can also choose to replay earlier maps and pick up the collectibles
    you missed or complete optional objectives you failed. Anything you pick up
    during these replays stays with you and counts toward unlocking characters and
    earning rewards.
    2)     Trivia Game
    Play a trivia game to earn experience and some trophies/achievements. Full
    details are in a separate section of this guide.
    3)     Review Console
    Use the review console to look at or listen to Dossiers, Art Work, Movies and
    Audio Logs you have unlocked.
    4)     Mission Briefing Console
    Activate this console to begin the next set of missions.
    5)     NPCs
    You'll find a number of NPCs standing around with exclamation marks over their
    heads. These are people you can talk to, which isn't necessary; but, provides
    additional story. If you use the right person on your team, you can have a
    special conversation-swap teammates out until you see an exclamation mark with
    lines radiating from it over an NPC's head.
    6)     Collectibles
    Each HQ map has its own set of collectible items. They're usually in plain
    sight; but, be sure to look in every corner and side room.
    When you're ready for the next mission, activate the mission briefing console
    in the center of the room.
    [] Explore Tunnels
    [] Destroy Force Shield Power Supply
    [] Locate Ms. Marvel
    [] Take Elevator to Factory
    [] Focus Upgrade-end of first tunnel behind a wood wall
    [] Boost: Super Tough I-in second tunnel east of the first intersection
    [] Power Pip-in side tunnel revealed by moving the digger
    [] M'Kraan Fragment-at southern end of tunnel with the blocked door
    [] Dossier: New York City-at southern end of tunnel to the east of main tunnel
    [] Audio Log: Ms. Marvel Field Report-outside room with force shield power
    [] Gamma Regulator-south side of room with force shield power supply, in area
       behind a wood wall
    [] Boost: Deflection I-in a corner of the room where you fight Shocker
    [] Boost: Overpower I-beat Shocker
    [] Boost: Shock Smash IV-beat Shocker (Legendary)
    Step down the tunnel and use the Interact button on the red boxcar to send it
    smashing through the wall ahead. Keep advancing down the tunnel, dealing with
    the few soldiers that show up. At the end of the tunnel, where it turns right,
    break the wood wall ahead of you to pick up a Focus Upgrade.
    Go through the east-leading tunnel to an intersection filled with soldiers and
    featuring a large door blocked by a force field. Go straight through that
    intersection into an eastern branch tunnel where you can pick up a Boost. Keep
    going east where you will find a large tunnel digger. You can jump into the
    back cabin of the engine and activate it to move it out of the way. Follow it
    up the tunnel and go up the left side to find a side tunnel with a Power Pip
    (one bonus Power point for whichever hero collects it).
    Return to the force-shielded door and go south. At the far southern end of the
    tunnel, pick up a M'Kraan Fragment from behind a pile of crates. Turn east
    through a side tunnel; and, at the intersection, look to your right (south)
    for a Dossier. Head north up this new tunnel-if you look at your map, it's the
    southern end of the tunnel with the digger-and look near the train cars for an
    Audio Log.
    Take the branching path to the right (east) to a room filled with soldiers and
    the power supply for the force field. Take out the soldiers; then, stand in
    front of the power supply and rapidly tap Grab to rip off the shielding and
    destroy it. Before heading back to the big door, go further into the side
    room, breaking through a wood wall to the south, and then busting up some
    crates to find a Gamma Regulator.
    Return to the intersection where the previously-shielded door will now open
    and spew forth a swarm of soldiers. Fight your way through the tunnel until it
    splits and take the right-hand path. This leads to the room where Ms. Marvel
    is held captive by Shocker; so, you get a little boss battle right here. The
    generic boss-battle strategy works amazingly well on Shocker; so, don't fret
    this one. You earn a Boost for defeating him.
    After beating Shocker, activate the terminal near the force field holding Ms.
    Marvel. Explore the room; in one corner is a Boost. Return to the place where
    the tunnel splits and find a couple dozen robots dropping from the ceiling.
    Take them out and follow Ms. Marvel north to the elevator.
    [] Destroy Latverian Munitions
    [] Find Tech Criminals
    [] Pursue Diamondback and Shocker
    [] Wreck Latverian Technology (optional)
    [] Asgardian Rune-behind the elevator you arrive in
    [] Dossier: Shocker-corner of the room next to the elevator room
    [] Strike Upgrade-in the corner to your right as you enter the warehouse
    [] Boost: Frosty I-in a side room on the south side of the warehouse's upper
    [] M'Kraan Fragment-on top of some crates in the room where you fight Grim
    [] Boost: Ice Strike I-defeat Grim Reaper
    [] Boost: Super Tough IV-defeat Grim Reaper (Legendary)
    [] Dossier: Grim Reaper-in room after Reaper battle, buried in a stack of
    [] Power Pip-in last warehouse, on top of a platform
    [] Boost: Fire Strike I-complete optional quest
    [] Audio Log: Super Damage Insurance-between last two pieces of Latverian tech
       in upper room of last warehouse
    [] Gamma Regulator-room under room where you found the previous Audio Log
    As you reach the factory, run around behind the elevator to pick up an
    Asgardian Rune. Clear out the next room; then, look behind some crates in one
    corner to find a Dossier. The next room is a giant warehouse with six
    munitions pallets scattered around. Before you get started, go right as soon
    as you enter the warehouse and pick up a Strike Upgrade in the corner, under
    the catwalk.
    The locations of the pallets are marked on your map. One is on the main floor
    directly in front of you as you enter the warehouse. One is just past that,
    under a catwalk. The other four are up on the second level of catwalks and
    side rooms. On the south side of the warehouse, from the catwalks, enter a
    side hall with another room off it. There's a munitions pallet in there along
    with a Boost-it's easy to miss as you have to fully enter that room to see it;
    and, it's common to blow up the munitions from the doorway and then just
    As soon as the last munitions pallet is destroyed, a door opens on the north
    side of the warehouse and a horde of robots enters. Take out the robots and go
    through the door where they entered. You're all set for a match with Grim
    Reaper. Use the generic boss battle strategy on him; just make sure you stay
    away from his scythe attacks. Reaper uses his scythe attacks to regenerate his
    own health; and, giving health back to this guy is not good for your own
    Take Reaper down; then, search the room for a M'Kraan Fragment, which should
    be on top of some crates. Head up the ramp where soldiers are rolling down
    barrels. Use a ranged power to blow up the barrels to get to the top and take
    out the mobs. In the next room you'll find a large wood grate on the floor. If
    you have a teammate with some type of ground-pound (Juggernaut, Thing, Hulk,
    etc.), you can use that to break the grate. Otherwise, go up onto the catwalk
    and punch the rope anchor in the middle of it to drop the huge crate and break
    open the floor. Before leaving the room, break open the crates in the corner
    to find a Dossier.
    Once you drop down one floor, enter the next room and start blowing things up.
    In addition to killing mobs, this will also serve to help with the optional
    quest to destroy 14 items of Latverian technology. There are 12 pieces of
    technology in this room. Enter the next (and last) warehouse and take out the
    mobs. Jump up to the catwalk and enter the upper room. You'll find the last
    two pieces of Latverian tech here, along with an Audio Log. Execute an air
    smash on the wood grate on the floor to break it and drop down a level. Break
    open the crates to uncover a Gamma Regulator and a weird clown head.
    Leave this lower room by activating the panel next to the door, go up the ramp
    back into the previous warehouse and fly up to a platform with a Power Pip. To
    the east is a bridge leading to what looks suspiciously like a boss battle
    arena. Which it is. When you're ready, head across the little bridge to start
    the epic fight for New York!
    [] Defeat Tech Villains
    [] Disable Cannons
    [] Stop von Bardas
    This is a major boss battle against Lucia von Bardas. She has been modified by
    Tinkerer and is now a super-powerful cyborg, and she has friends with her.
    Your first job is to destroy the cannons at the four corners of the arena. At
    the base of each cannon are three green power cells. Blast each cell enough
    times to disable it. When all three have been disabled on one cannon, it will
    stop working.
    After you disable one cannon, Lucia brings up eight gas jets around the arena;
    making getting in close to the remaining cannons risky business. If you have a
    good ranged power, you can fire at the power cells from a distance. Otherwise,
    you will have to time the gas jets, run in close, throw a couple of punches
    and run back out. You'll also have a super villain on your back as Lucia
    brings one out each time you disable a cannon. Try to defeat each super
    villain before you disable another cannon or you're going to have a lot to
    deal with.
    After the second cannon is disabled, Lucia starts raining bombs on the arena,
    just to give you one more thing to look out for. The best way to survive this
    part of the battle is to keep hitting the super villains with Targeted
    Fusions. Not only will this defeat them more quickly; but, you will also earn
    Health Tokens, which you will need. When the final cannon is disabled and you
    have defeated the last super villain, the real fun begins.
    Lucia hovers over the center of the arena with the four super villains
    floating in gas bubbles around the edges. Watch the villains-one of them will
    lose his or her bubble protection for a moment and you need to blast him or
    her to the ground.
    Lucia then sends the remaining villains away and comes to ground to start
    fighting you. This is your cue to unleash a can of Targeted Fusion on her.
    Take away a quarter of her health and she'll jump back up in the air and you
    get to repeat the process. Of course, you'll still be dodging gas jets and
    bombs during this whole process, so it's not nearly as easy as it sounds.
    However, like any other boss fight, the key is quickly hitting Lucia with
    Targeted Fusions and otherwise just staying out of the way and using ranged
    attacks to build up another Fusion Star. You have five minutes to complete
    this part of the battle, so don't dilly-dally and use your Fusions as quickly
    as possible.
    That's it! Now onto the next HQ interlude.
    [] Sim Disc: Breakout-in front of sim console
    [] Sim Disc: Countdown-on same platform as review console
    [] Dossier: Lucia von Bardas (Cyborg)-on same platform as review console
    [] Audio Log: Hill Meets the President-below the platform with Captain America
    [] Concept Art: NYC-below the platform with Captain America
    HQ Conversations:
    [] Captain America with Iron Man
    [] Iron Man with Captain America
    Even though you're back in Stark Tower, this is a new map with new
    collectibles and new conversations. The trivia game is not new, though. When
    you've picked the room clean, go to the mission briefing console to start the
    next mission.
    [] Secure the Capitol
    [] Intercept Mercenary Forces
    [] Defeat the Rocket Troopers
    [] Destroy Mercenary Munitions (optional)
    [] Battle Boss, Suckers!
    [] Audio Log: Captain America Rally-underneath the chopper, get it after it
       flies off
    [] Dossier: Diamondback-in the fountain in the first area
    [] Strike Upgrade-in the corner to your right before you go down the first set
       of stairs
    [] Dossier: International Mercenaries-behind the crashed helicopter
    [] Gamma Regulator-under a police car just past the first two Rocket Troopers
    [] Boost: Conductive I-avoid defeating the 6 Rocket Troopers until you've
       destroyed the four Munitions dumps, the boost appears in place of the last
       munitions destroyed
    [] Boost: Focused II-to your left before going into the subway
    Clear out the troops attacking the Capitol until a S.H.I.E.L.D. agent gives
    you the all-clear and the chopper flies away. Look in the spot where the
    helicopter was parked for an Audio Log; then, go behind the fountain in front
    of the Capitol and get a Dossier. Head for the stairs going down and grab a
    Strike Upgrade from the corner to your right as you approach the steps.
    The steps are mined. You can...
    1)     Trigger the mines as you run past them. This works fine in single-
           player; not so much in multi-player.
    2)     Trigger the mines with a ranged power and wait for them to blow up.
    3)     Run to a mine and pick it up and throw it at other mines.
    At the bottom of the stairs, turn left and work through a few more mines until
    you have to fight off a swarm of bad guys. Then a S.H.I.E.L.D. agent tells you
    to take out the rocket-firing troops. First, go behind the burning chopper and
    pick up a Dossier; then, head down the stairs toward the first pair of rocket
    troopers. You can block the missiles they fire, or just run to the side and
    let them pass. When you reach the bottom of the stairs, try to avoid killing
    the rocket troopers (yes, that's counter-intuitive).
    However, there are two collectibles in this area; and, if you kill the six
    rocket troopers, you will be locked out and miss the collectibles. The first
    collectible is a Gamma Regulator under a police car to your left as you pass
    the first rocket troopers. The second collectible is a Boost that appears once
    you complete the optional objective of blowing up four munitions pallets. The
    first pallet is to your right at the bottom of the stairs as you approach the
    first two rocket troopers. The second is to your right as you go around the
    circle and the third is a little further around the circle to your left. The
    final munitions pallet is all the way around the circle, past the subway
    Once you have your Regulator and Boost, turn around and take out the rocket
    troopers. Once they are all down, you will meet Deadpool and then have to
    fight him in a small arena near the subway entrance. The generic boss strategy
    works on Deadpool; however, you have to watch out for his teleporting ability.
    If you don't time your Targeted Fusion properly, he will teleport out in the
    time between when you activate the Fusion and when you carry it out. Wait for
    him to finish a teleport and use your Fusion immediately afterward.
    After Deadpool is toast, he will join up with you (as an NPC) and you can go
    down into the sewers. Before heading out, grab a Boost to the left of the
    subway entrance.
    [] Find Titanium Man
    [] Rescue Senators
    [] Body Upgrade-straight ahead of you as you enter the subway
    [] Boost: Fusion Star-straight ahead of you as you enter the subway
    [] Dossier: Washington, DC-at the top of the second flight of steps, in the
       corner to your right
    [] Boost: Strike True I-on the right side of the platform at the top of the
       second flight of stairs, hidden behind the rail
    [] Dossier: Commander Maria Hill-to the right of the door leading into the
    [] M'Kraan Fragment-in the upper hall beside the garage
    [] Audio Log: Stark/Cage Phone Call-in the upper hall beside the garage
    You enter the subway on a train platform. Go to the end of the platform and
    pick up a Body Upgrade (in plain sight) and a Boost (hidden in the corner).
    After picking up your collectibles, head down the steps to the east and fight
    your first bunch of Latverian soldiers. Go up the next flight of stairs and
    turn right to pick up a Dossier; then, clear the platform of mobs. Try to
    avoid using Fusions here, you'll need them later. After the mobs are down, go
    to the right (south) side of platform and jump over the rail. There's a boost
    to the right side hidden behind the subway wall.
    Go up the stairs to the north and you'll find Titanium Man. You don't fight
    him yet, just hordes of soldiers. Now's the time to break out some Clearing or
    Guided Fusions. Part way through the battle, some heavy troops with rocket
    guns will burst through glass doors to the east. When you've finally defeated
    all the mobs, you can exit through those doors.
    You'll fight your way down a hallway and then down some stairs. The mines you
    encountered outside the capitol reappear here, so be careful. At the bottom of
    the stairs, you will be in a parking garage; turn right and pick up a Dossier.
    Fight through some more mobs when you reach a break room and then even more,
    with rocket guns, when you exit into a garage. In the garage, there will be
    stairs leading up to your left (west). Go up these stairs and clear the hall
    out; you'll find a M'Kraan Fragment and an Audio Log.
    At the north end of the garage, you'll run into Titanium Man and a few
    troopers. Titanium Man will be a piece of cake here-and, all you need to do is
    get him down to 50% health. Don't get cocky; he'll be a lot tougher in just a
    couple of minutes. Enjoy your Stan Lee cameo and then Deadpool leaves your
    team as an NPC. You can now use him as a playable character.
    [] Defeat Titanium Man
    [] Teamwork Upgrade-in southeast corner near police cars
    [] Dossier: Senator Lieber-in southwest corner near police cars
    [] Gamma Regulator-in northwest corner behind a group of speakers
    [] Boost: Reserves I-defeat Titanium Man
    [] Boost: Reserves IV-defeat Titanium Man (Legendary)
    Titanium man is very tough; and, he as a lot of very nasty tricks up his
    sleeve. Again, your primary offensive tactic is hitting him with Targeted
    Fusions as much as possible. The problem will be generating Fusion Stars in
    between and having enough Health Tokens to keep your team alive.
    T-Man's main attacks include a powerful ray that knocks you down; swirling
    vortexes that slow you down and gun turrets he summons out of thin air. And,
    oh yeah, he can turn invisible. Yeah, it's that kind of fight. It just might
    be the toughest in the whole game.
    As usual, you'll want to hit TM with a Targeted Fusion whenever you can. The
    rest of the time, you'll want to keep yourself busy fighting off the swarms of
    troopers that show up every so often and destroying the turrets TM brings into
    the fight. Whenever things slow up and you've just got TM to beat on and he's
    invisible-well, look for the point of origin of his attacks and throw your own
    ranged attacks at that point.
    The slowdown vortexes can be blocked as can Titanium Man's various rays. But,
    for the most part, you'll have to exercise patience and make sure you keep
    your Targeted Fusion pair alive (or, better, have more than one pair). Don't
    waste Fusion Stars on Guided or Clearing Fusions for the riff-raff. You won't
    get many chances to lay the smack down on T-Man, so you want to save up for
    those opportunities.
    [] Talk to Mr. Fantastic and Luke Cage
    [] Meet with Mr. Fantastic
    [] Meet with Luke Cage
    [] Research the Superhuman Registration Act
    [] Dossier: Superhuman Registration Act-given automatically when the level
    [] Audio Log: The Thing Voicemail-beside mission briefing console
    [] Audio Log: Civil War Choice - Pro-on platform with trivia console
    [] Dossier: Nitro-on stairs leading up to trivia console platform
    [] Dossier: Stamford, CT-on stairs leading up to review console platform
    [] Dossier: Speedball-near stairs leading up to central platform
    [] Audio Log: Civil War Choice - Anti-on platform with review console
    [] Dossier: Titanium Man-beside sim console platform
    [] Concept Art: DC-behind column beside sim console platform
    [] Dossier: Namorita-beside platform opposite sim console platform
    HQ Conversations:
    [] Invisible Woman or Human Torch with Mr. Fantastic
    Save your game! And save the save! Save your game at this point and be sure
    you don't overwrite it. After finishing as Pro-Reg (or Anti-Reg) you can
    reload this save and just replay the last two Acts to get your opposite awards
    and trophies/achievements.
    Again, this is a new map with new collectibles and conversations. However,
    none of the usual consoles are working (you can't play a trivia game, review
    anything or train in simulation missions). Before you can continue, you must
    talk to Mr. Fantastic (special conversation with Invisible Woman or Human
    Torch) and Luke Cage. Once you're ready to make your choice, activate the
    mission briefing console and then walk on to the elevator on the south side of
    HQ and activate it. You'll have a meeting with Maria Hill.
    CHOOSE PRO-REGISTRATION: Tell Maria you will register under the SRA. After you
    sign, Maria and the S.H.I.E.L.D. agents leave and Patriot bursts through the
    door. You'll have to fight him, and this can be a nasty little fight. Patriot
    has a shield and moves very quickly. He'll evade or block a lot of your
    attacks. You have little chance to earn Fusion Stars with only one opponent to
    beat on, so you're forced mostly to stay away from his powerful melee attacks
    and blast him from range. The downside to this is Patriot also has a very good
    ranged attack with a decent arc on it. You should be able to land at least
    one, perhaps two, Targeted Fusions on Patriot, which will shorten this battle
    immensely. If you can't earn up any Fusions, you're in a great deal of
    CHOOSE ANTI-REGISTRATION: Tell Maria you need to think about it so you can
    exit out of the conversation; then, attack the guards. They're all carrying
    shields, which is annoying; but, they're fairly easy to put down. After they
    are done, Luke Cage bursts in and leads you to the rebel's new HQ.(Jump down
    to the Anti-Registration Walkthrough for help with Act II in Anti-Reg mode.)
    2.2.1  CHAPTER 1: HIDEOUT RAID HQ: S.H.I.E.L.D. 1
    [] Concept Art: Civil War Choice-beside platform with sim console
    [] Sim Disc: Wanton Destruction-on platform with sim console
    [] Audio Log: Richards Calls Stark-center of the north side of room
    [] Sim Disc: How Are De Ducks?-next to platform opposite sim console
    HQ Conversations:
    [] Iron Man with Mr. Fantastic
    [] Iron Man with Maria Hill
    [] Iron Man with Bishop
    This is familiar. While it may be called S.H.I.E.L.D. HQ, you're in Stark
    Tower again. There are new collectibles and conversations; and, new questions
    in the trivia game. When you've had your fun, hit the mission briefing console
    to start fighting those dirty criminal masterminds.err, that is, those other
    superheroes who used to be your friends.
    [] Destroy the Cargo
    [] Meet Black Widow
    [] Enter the Hideout
    [] Defeat Spider-Woman
    [] Access Side Entrance
    [] Boost: Striker I-southwest corner of the ship
    [] M'Kraan Fragment-behind some containers outside the White Star hideout
    [] Focus Upgrade-at the end of the alley down which you pursue Spider-Woman
    [] Boost: Ionic Attack I-defeat Spider-Woman
    [] Boost: Destructive III-defeat Spider-Woman (Legendary)
    [] Dossier: Patriot-in a side room on the upper southeast corner of the room
       where you fight Spider-Woman
    Run down the stairs ahead of you and turn left into a bunch of White Star
    soldiers. Take them out and go up the gangplank onto the cargo ship. The cargo
    containers you need to destroy are highly explosive, so you want to hit
    everything from range. The containers can be recognized by the green lights
    covering one side of the stack. Hit them until the lights turn red; then, run
    away. Be sure to pick up a Boost in the southwest corner of the ship.
    After all five cargo containers are destroyed; fight your way off the ship and
    through the gate on your left (north). Continue fighting your way down the
    street, following the truck that bursts out of a garage and careens down a
    side street. You'll soon reach the truck, which has crashed, and have to fight
    off more soldiers. Keep at them until a truck comes out of a gate into their
    compound. Once you have defeated those last soldiers, your way into the rebel
    base is clear.
    As you walk into the base, you'll have a chat with Black Widow; then, it's
    time for more fisticuffs. There are a rather large number of soldiers between
    you and the entrance to the hideout; some of them are parked on top of
    shipping containers; you'll have to jump or fly up to get at them. Eventually
    you will see Spider-Woman running away from you down an alley. Pursue her
    right into the teeth of some White Star gunners. Fight all the way to the end
    of the alley to pick up a Focus Upgrade.
    After picking up the Focus Upgrade, go up the stairs and into the hideout.
    There are a bunch of soldiers in here, along with a couple more exploding
    cargo containers. Clear the room and go through the one open door right into a
    boss battle with Spider-Woman.
    Spider-Woman has a good knockback blast attack and occasionally disappears for
    short periods of time; however, she's not as tough as some of what you've
    faced already and the generic boss battle strategy works well on her. You'll
    have to fend off a couple swarms of soldiers; but, even that element of most
    boss battles is lacking. After the fight, go to the southeast corner of the
    room, go up the stairs and into a side room with a Dosser. Then, follow Black
    Widow to the next map of this mission.
    [] Open Path to Blast Door
    [] Locate Blast Door
    [] Take Down Force Field
    [] Investigate Blast Door
    [] Destroy the Generators
    [] Dossier: Spider-Woman-under the first set of stairs
    [] Power Pip-high catwalk in first room
    [] Gamma Regulator-in hallway leading to blast door switch
    [] Strike Upgrade-in small room just after break room
    [] Boost: Overload I-near the blast door behind an armored truck
    Head straight into the first room, which is filled with soldiers and robots.
    The problem here is a lot of the machinery in the room explodes; so, you'll
    probably get knocked about a bit. Halfway through the battle some shield-
    wielding dudes bust in on you. After the room is clear, look under the stairs
    for a Dossier. There's also a Power Pip on a high catwalk; you'll need a flyer
    to get up to it.
    Continue into the next room by going through the hole in the wall made by the
    shield troopers. There's more exploding machinery in this room. Follow the
    lower path around until there's a ramp to take you to the upper part of the
    room. Go down the narrow hallway, beating back the shield troopers, to find
    the mechanism to open the blast door.
    Fight your way back down the hall; make sure you collect the Gamma Regulator
    hidden in the crates on one side; and go through the door you just opened. Go
    down the newly opened hall and into a break room filled with robots. Clear
    them out and the troopers that come running in; then, go through the door the
    troopers came in through.
    This next room is cramped with a lot of debris piled up. Search carefully for
    a Strike Upgrade hidden in the mess. Go down the hallway to a flight of stairs
    and you'll be introduced to a pair of turret guns. Blast the soldiers; then,
    concentrate fire on the turrets. They're not that strong; but, you want to hit
    them hard so they have less time to shoot you up.
    Destroying both turrets opens the door and you can head up the next hallway.
    You'll go over a bridge blocked by robots, turn left and take out a couple
    soldiers, go down a hall and turn left over another bridge blocked by more
    robots; then, turn left and go up to a platform guarded by a big shield
    soldier. Rip off his shield and beat on him and his cohorts. Activate the
    control panels in the following order: far left, right center, left center,
    far right.
    Return to the last bridge you crossed and have it blown out from under you.
    You drop down and clear out the troops guarding the blast door. Look for a
    Boost behind one of the armored vehicles. Take out the generators holding the
    door shut by beating on them; then, watch as Bishop "opens" the door. Go
    through the hole he makes and start taking out another swarm of soldiers. At
    the end of the street you exit the level.
    [] Reach the Command Center
    [] Audio Log: Hydra Training Tape-east side room
    [] Body Upgrade-east side room
    [] Dossier: White Star Guerillas-in the lab
    [] Asgardian Rune-side garage on the north side of the map
    [] Boost: Powerful I-side garage on north side of map
    Enter the first room, which is quite large; but, partially blocked right now.
    Clear the soldiers to get one wall taken down allowing you to go around the
    room. Once again a wall bars your way and you'll have to take down a large
    number of soldiers before it will drop. After you get past the second wall you
    will head for a door on the east wall. It's guarded by a lot of soldiers and
    two turrets.
    Go through the door and the rebels bring in their big guns, including a super-
    size robot. Blast your way through the robots; then, go up the catwalk on the
    south side of the room and activate the switch. This opens a side room on the
    east side. Inside this side room is an Audio Log and a Body Upgrade. Leave the
    side room and head north until you are forced to go up a ramp into a lab. Grab
    a dossier from your left; then, go out the other door of the lab and begin
    clearing robots from the room beyond.
    Continue through to the next room, which is filled with shield troopers and
    regular mobs. When you've taken out most of the troops, a door will open,
    brining in reinforcements. Ignore that door for a moment and backtrack to
    where you entered this room. You should see another door going down into a
    garage area to the left of where you entered. Go down here to pick up an
    Asgardian Rune and a Boost.
    Now follow your Nav arrow west, out of the larger room and into another room
    filled with soldiers, including ones with shields. Blast them to smithereens;
    then, watch as Bishop opens a door and sends you to an elevator. Going down?
    [] Find and Stop Cable
    [] Bypass Security Switches
    [] Dossier: Hercules-in the room with the first security switch
    [] Boost: Striker II-defeat Hercules
    [] Boost: Destructive IV-defeat Hercules (Legendary)
    [] Power Pip-after beating Hercules, take the east exit
    [] Strike Upgrade-after beating Hercules, take the east exit
    [] Focus Upgrade-next room after Hercules fight
    [] Audio Log: Bishop and Cable-next room after Hercules fight
    [] Boost: Deflection II-defeat Cable
    [] Boost: Rebel Yell-defeat Cable (Legendary)
    The first room is a doozy. Turrets are placed around the room and there are
    gunners everywhere. When you walk in, it will be in a hail of lead. Use a
    Guided or Clearing Fusion if you've got a Star; otherwise, you'll have to move
    fast and use blasting powers to quickly level the playing field.
    The game forces you through a twisting path-all the better to beat you
    senseless. Leave the first room and then exit through the only door that
    remains open. Fight your way down the hall trying to avoid the flame jets
    striking from the walls. Beat your way across the catwalks until you reach a
    room where you get swarmed. Unleash a Clearing Fusion and take out whatever is
    left over.
    Leave through the north door and work your way down the hall to another large
    room where you get mobbed. Take out the bad buys, pick up a Dossier in the
    corner and then activate the security switch on one side of the room. Go
    through the door that opens and out onto another catwalk. Run quickly to the
    end to avoid the grenades being thrown at you.
    Keep going, following the path laid out for you. Nothing spectacular in the
    way of mobs is coming your way (yet). There is another hallway filled with
    flame jets. Finally you get to another catwalk and see a scene setting up a
    boss fight with Hercules. Be careful! Herc has a load of missiles and the
    strength to chuck them at you. You'll have to dodge side-to-side on the narrow
    walkway until you get close enough to Herc to force him to leave off the
    Follow Herc into a room and prepare to lay down the law. Herc's main attacks
    are physical; so, standing back and shooting him works well as does hitting
    with a Targeted Fusion as often as possible. It's a generic boss battle
    without even the small excitement of additional troops. The second security
    switch is in this room; activate it after finishing Herc.
    Leave by the EAST door (your compass points you west) to find a side room with
    a Power Pip and a Strike Upgrade. Go back through the Hercules room, leave by
    the west exit and go across another catwalk. When you reach the end of the
    catwalk, there's a Focus Upgrade in one corner and an Audio Log in the other.
    When you're ready, go through the east door and set into your boss battle with
    First take out as many mobs as you can and the cannons at the far end of the
    room. Taking out both cannons brings down Cable's shields. This is not
    necessarily a good thing. Cable is highly resistant to physical damage. He has
    a broad-arc ranged shot as well as a high-powered single beam shot and can
    teleport around the room. Your best bet is to stay out of range and pepper him
    with energy or elemental powers. By standing further away from him you can
    slip between his bullets and dodge his single-beam. At lower health levels,
    Cable starts throwing batches of grenades-watch for the glowing red beacons
    hitting the floor and run away.
    You'll notice a distinct lack of swarming mobs helping Cable. This seriously
    affects your ability to earn Fusion Stars; so, use your Targeted Fusions
    wisely. When Cable reaches 50% health, he teleports to his command console and
    arms eight (yes, that's 8) turrets on the walls beside him. While the turrets
    are active, Cable is shielded; but, that doesn't stop him shooting you.
    Destroy the turrets as fast as possible and continue the fight with Cable. Due
    to the lack of Fusion Stars, this will likely be a long fight; but, it is by
    no means the hardest as long as you follow generic boss battle strategy numero
    2.2.2  CHAPTER 2: GUARD DUTY HQ: S.H.I.E.L.D. 2
    [] Sim Disc: Adrenaline Rush-next to sim console
    [] Dossier: Rebel Hideout-next to sim console
    [] Audio Log: Bullseye Interrogation-next to review console
    [] Dossier: Cable-on trivia console platform
    HQ Conversations:
    [] Iron Man with Songbird
    [] Iron Man with She-Hulk
    [] Iron Man with Black Widow HIT 'EM HIGH
    [] Destroy Munition Piles
    [] Defeat Prodigy
    [] Gamma Regulator-inside water tower on first rooftop
    [] Boost: Conductive II-inside water tower on first rooftop
    [] Power Pip-on first rooftop under a pallet
    [] Focus Upgrade-on rooftop with third munitions pile, behind water tower
    [] Audio Log: Speedball News Report I-inside water tower next to sixth
       munitions pile
    [] Boost: Attributes I-defeat Prodigy
    [] Boost: Fusion Combo II-defeat Prodigy (Legendary)
    Your primary job is to destroy pallets with stacks of munitions; each one is
    guarded by a number of soldiers with at least one carrying a shield. The first
    is right in front of you. On the same roof are two water towers; break them
    open to score a Gamma Regulator and a Boost. Next to the water towers a pallet
    is leaning against the wall; blow it up to get a Power Pip.
    Go up to the next rooftop and destroy a second munitions pile. Now you have to
    run up a narrow passage to the next rooftop and your way is blocked by rocket
    troopers. Block the missiles and take out the troopers. When you reach the
    next open area, a helicopter drops swarms of soldiers on you. Take out the
    troops and drop down to the lower rooftop and take out the third munitions
    pile. On the same rooftop, go back in the corner behind a water tower to pick
    up a Focus Upgrade.
    Drop down one level and prepare to fight a chopper. Block or dodge its
    missiles. When you get close enough, it will use a flamethrower; so, stay out
    of the way of the flames and throw its grenades back at it. The fourth
    munitions pile is at the edge of the roof, right in front of the helicopter.
    After the helicopter is gone and the munitions pile destroyed, an unexpected
    ally makes a bridge for you and you can cross to the next rooftop.
    There are more soldiers and two more munitions pile on this rooftop. Destroy
    the water tower in the front corner of the roof to get an Audio Log. Soldiers
    blow out a fence letting you get to a higher rooftop where you get to fight
    Prodigy. He responds well to the generic boss battle strategy. After your
    fight, rocket troopers make you another bridge (how nice of them) to get to
    the next rooftop.
    You will have to cross under rocket fire; but, you can block those and get
    across easily enough. Destroy the final munitions pile and then follow the
    cutscenes to get to the next mission.
    [] Clear the High Line
    [] Destroy White Star Robots
    [] Defeat Multiple Man
    [] Defeat White Star Forces
    [] Audio Log: Pro-Reg Radio Spot-right behind your starting position
    [] Teamwork Upgrade-to your right as you start, behind the yellow girder
    [] Boost: Laceration I-behind a convoy truck on the south side of the street
    [] M'Kraan Fragment-under the red van on the south side of the street
    [] Dossier: Prodigy-behind a brown car on the east side of the street
    [] Boost: Critical Pain I-behind a truck on the north side of the street after
       Thing appears
    [] Boost: Super Tough II-defeat Multiple Man
    [] Boost: Critical Pain II-defeat Multiple Man (Legendary)
    As soon as the level loads, turn around and pick up an Audio Log; then, duck
    behind the yellow girder to score a Teamwork Upgrade. Move down the tracks
    taking out soldiers. After the high line is clear, you are placed in the
    street and your first mission is to take out four of the big robots. There
    are, of course, plenty of regular mobs swarming you. The big robots count as
    bosses; so, use Targeted Fusions on them to score Health Tokens and rack up
    new Fusion Stars by blasting the low-level mobs. Before you completely clear
    the street, look for a few collectibles: there's a M'Kraan Fragment under a
    red van on the south side of the street; a Boost behind a convoy truck on the
    same end of the street; and, a Dossier behind a brown car on the east side of
    the street
    When the robots are down, Multiple Man gets out and you have to take him down.
    This will either be very hard or a joke. It's a joke if you have a good area-
    of-effect power on your team (Jean Grey, Gambit, etc.). Multiple Man's main
    attack is to gang up on you; but, his clones are weak. Just keep blasting. As
    soon as you've blasted away all the clones, hit the one left standing with a
    Targeted Fusion. Plus, you only have to get him down to 50% health for the
    game to continue.
    After Thing joins your group (as an NPC), take out the soldiers that appear.
    Oh, look! Multiple Man is back. Before taking him one, search the north side
    of the street for a Boost. Fighting Multiple Man is the same drill as before,
    he isn't really that strong of a boss. Seriously, how powerful is making wimps
    of yourself?
    [] Pursue Prisoners
    [] Defeat Goliath
    [] Asgardian Rune-to your left before you enter the broken building
    [] Dossier: Multiple Man-to the right as you climb up the broken wall
    [] Body Upgrade-after first fight with Goliath, in the next room
    [] Boost: Precise Force-defeat Goliath
    [] Boost: Critical Pain IV-defeat Goliath (Legendary)
    You're back on the rooftops, pursuing Cap and the escaping "criminals."
    There's not much going on right now; just follow the one path laid out for
    you. As you first encounter enemy soldiers, look to your left and pick up an
    Asgardian Rune. Shortly thereafter you will climb up a broken wall into a
    building. Look to your right to get a Dossier.
    Follow the building back outside and meet Goliath, your boss fight for this
    level. Fighting Goliath is at once both very simple and very hard. He as one
    primary attack and that is to slam his fists into the building. He has three
    fist slams:
    1)     Slams either his right or left hand straight down
    2)     Slams either his right or left hand across his body and into the wall
    3)     Slams both hands down together
    All the attacks are heavily telegraphed and avoided. As soon as a fist (or
    two) slams down, it will stay down for about three seconds. In that time you
    have to hit it with something. Rapid-fire shots or quick-firing blast powers
    are your best bet. Don't try to run over and punch his arm, it will take too
    long. As soon as you do enough damage, Goliath will take a breather and put
    one fist down on the ground. Hit that fist with a Targeted Fusion.
    Goliath will get mad and break down some walls. Run through the opening on the
    left and grab a Body Upgrade. Keep going until you are joined by Molten Man
    and then it's another fight with Goliath. Goliath's attacks are the same with
    one variation where he slams just his fist down on the edge closest to him.
    You will occasionally be swarmed by robots. The swarms will help you build up
    Fusion Stars for the finishing blows on Goliath.
    Take out the robots and hit Goliath's arms while they are down. When he stops
    to take a breather, he will put his arms up and his body will be open. Target
    his abdomen with a Fusion. Repeat the process of hitting his arms. The next
    time he stops, he actually puts his head down on the ground.
    Don't miss it.
    2.2.3  CHAPTER 3: AMBUSH HQ: S.H.I.E.L.D. 3
    [] Sim Disc: Pinned-on central platform
    [] Audio Log: Speedball's New Costume-near review console platform
    [] Concept Art: Guard Duty-on review console platform
    [] Sim Disc: Heavy Metal-next to sim console
    [] Dossier: S.H.I.E.L.D. Nanite Officers-next to trivia console
    [] Dossier: Goliath-next to Mr. Fantastic on platform opposite sim console
    HQ Conversations:
    [] Capture Unregistered Heroes
    [] Locate Cloak
    [] Dossier: Cloak-beside tank on first open platform
    [] Audio Log: Reed's Notes on Nanites-south side of platform after Multiple
       Man Fight, behind pipe
    [] Asgardian Rune-next to Audio Log
    [] Dossier: S.H.I.E.L.D. Helicarrier-inside a pipe after you ride the elevator
       following the Patriot/Firestar fight
    [] Power Pip-inside a pipe after you ride the elevator following the
       Patriot/Firestar fight
    [] Boost: Reserves II-defeat Multiple Man
    [] Boost: Adaptive-defeat Multiple Man (Legendary)
    [] Boost: Patriotic-defeat Patriot
    [] Boost: Dry Heat-defeat Patriot (Legendary)
    [] Boost: Ice Strike II-defeat Firestar
    [] Boost: Resist Cold II-defeat Firestar (Legendary)
    [] Boost: Mighty I-defeat Colossus
    [] Boost: Devouring IV-defeat Colossus (Legendary)
    [] Boost: Ionic Attack III-defeat Dagger
    [] Boost: Physicality II-defeat Dagger (Legendary)
    Throughout these levels, watch out for exploding barrels. In the confusion of
    battle it is pretty easy to blast everything in sight and that could be
    dangerous. As you go, use ranged powers to blast stuff ahead of you to avoid
    incidental explosions.
    Head off down the catwalk to the first open area where you will have to fight
    off a small mob of soldiers. Look for a Dossier beside one of the large
    chemical tanks on the platform. Continue to follow the catwalk to the next
    battle arena, which is a large, circular platform with a rotating center. (For
    an ironic kick, have Susan Storm on your team.)
    Fight off a swarm of soldiers and continue following the catwalks. You'll wind
    around a large column; at the top you will face off against Multiple Man.
    Again. He's no harder this time around. Collect a Boost when you beat him;
    then, look for the catwalk leading off this platform.
    The way is blocked by a chemical spout; to get past it, you must freeze it.
    Iceman can do this for you; or, hit one of the "vending machines" next to the
    path to dispense a barrel of liquid coolant and throw it at the spout. It may
    take several barrels to freeze the spout and allow you to pass.
    Continue on the catwalks. At the next open platform, the way forward will be
    blocked and you'll have to take a right and work your way around. Before you
    do so, break the pip to your left (south) and find and Asgardian Rune and
    Audio Log behind it. At the intersection, look right to see a row of three
    valves. Stand in front of each and rapidly tap Interact to release the valves
    and blow open the door allowing you to continue.
    As you go through the door, you're met by Patriot and Firestar. Fighting two
    bosses at once can be confusing; but, the strategy is the same: build up
    Fusion Stars, use Targeted Fusions. Both Patriot and Firestar have decent
    ranged attacks; so, standing back and sniping won't work as well. Neither,
    however, is particularly strong in this battle.
    After the battle, you get another nanite-controlled villain in your party (as
    an NPC) and you take an elevator up to another platform crawling with
    soldiers. The walkway leading from this platform is blocked by flame jets that
    fire in alternating patterns. Watch the pattern and dodge the jets to get past
    the walkway. The next platform has a mini-boss fight against one of the big
    robots and a few of the regular bots.
    Keep working your way along the catwalks, advancing through another area
    swarming with soldiers and finally facing another big bot near an elevator.
    The elevator takes you up to another platform with another dual-boss battle
    against Colossus and Dagger.
    Colossus can hurt you close-up and Dagger can hurt you from range; so, keep
    moving! The generic boss battle strategy works here and you will get some
    robot mobs to help you build up Fusion Stars. Colossus is fairly easy to
    avoid; but, Dagger can seriously hurt you. Watch for her missile strikes and
    try to dodge them. As soon as they are down, the game advances to the next
    level (not even giving you time to pick up your Boosts for beating the two
    [] Pursue Captain America
    [] Defeat Captain America
    [] Dossier: Colossus-right after first cutscene with Cap, on southwest corner
       of platform
    [] Boost: Draining III-defeat Iron Fist
    [] Boost: Power Up III-defeat Iron Fist (Legendary)
    [] Boost: Team Tactics II-defeat Luke Cage
    [] Boost: Energized III-defeat Luke Cage (Legendary)
    [] Boost: Overpower II-defeat Captain America
    [] Boost: Evade III-defeat Captain America (Legendary)
    Work your way down the ramp in front of you and follow the catwalks east and
    then south to get a scene with Cap. There are a lot of mobs along the way,
    mostly robots with a few big robots and shield troopers thrown in. After
    chatting with Cap, clear the platform to find a Dossier. Chase Cap back along
    the catwalks you just cleared, taking the occasional potshot at him. (And he
    at you.) Cap leads you out onto some pipes and finally down into an arena
    tailor-made for a boss battle.
    Get Cap down to about 66% health and he'll decide to "take this outside,"
    which just means you're going to move to a different arena. Follow him outside
    and take out some generic mobs and follow the catwalks until you drop in on
    Cap.and Iron Fist. As if Captain America alone isn't sufficient challenge for
    Iron Fist has the ability to heal himself and others; so, concentrate fire and
    Fusions on him. He's pretty weak, so one or two Targeted Fusion hits should
    take him down. You are then left with Cap. Cap has serious knockback attacks,
    making it hard to stay on your feet long enough to get off a Fusion. He also
    doesn't stand still much and his shield throw has to be watched for so you can
    dodge it. But, in general, Cap goes down to Targeted Fusions the same as any
    other boss. If you're running out of teammates and can't get off a Fusion,
    stand far away and pepper him with ranged attacks.
    Oh, and just for fun, the arena randomly shoots out plumes of fire. Just,
    'cause, you know, the fight needs to be hard or something. Avoid the circles
    on the floor to avoid the flames and get Cap down to 50% health to start the
    next cutscene. Cap runs outside and gets in a tussle with Iron Man that ends
    with Iron Man down and you facing off against Cap in yet another battle arena.
    This time Cap is joined by Luke Cage. To get the Boosts for beating Cage,
    finish him off while avoiding Cap's attacks. To just get this over with,
    concentrate on Captain America; when he reaches less than 25% health, the next
    cutscene plays out
    [] Dispose of the Bombs
    If you've been following the Anti-Registration path, welcome back! With this
    brief boss battle, the two divergent stories converge and continue in the same
    track. Your job is to fight Goblin and Venom while helping Nick Fury dispose
    of some bombs.
    This is much easier said than done. Shortly after battle starts, Fury throws
    the first bomb to the ground. You have to run over, pick it up (Grab button)
    and throw it into the exhaust pit in the center of the arena (Grab button
    again). You have to do this while dealing with Green Goblin and Venom. Just to
    complicate matters, they take turns riding Gobby's glider around and throwing
    bombs and other nasty things at your feet.
    The toughest things to deal with are the grenades. When you see blinking red
    lights on the ground, run away. You do have to deal as much damage as possible
    to the criminals in order to advance the game. Fury will not pull off the next
    bomb unless you have whittled down the bad guys' health. You can only damage
    the villain currently on the ground.
    When Venom is on the glider, he throws webbing over the vent. You have to
    blast this off to get the bomb in. Keep an eye on the vent and listen for Fury
    to start shouting about the webbing and go ahead and blast it quickly so it
    doesn't interfere with you when you're ready to chuck a bomb in the vent.
    Oh, yes, you have less than a minute to grab each bomb and chuck it before it
    explodes and you get to start over. So keep an ear out for Fury telling you
    there's another one and watch for the clock that appears above the villain's
    portrait in the lower left of the screen.
    Here's the sequence of events:
    1)     Shortly after the battle begins, Fury throws down the first bomb and
    you have 42 seconds to get rid of it
    2)     When Venom's health reaches about 10%, he and Gobby exchange places
    and Fury throws down the second bomb; you have 32 seconds to get it in the
    3)     When Gobby's health reaches about 10%, he and Venom switch places
    again; Venom is now at about 50% health; Fury throws the third bomb and you
    have 22 seconds to chuck it
    4)     When Venom's health is almost gone, he gets back on the glider and you
    have to fight Goblin again, now at about 50% health; whittle him down to
    almost nothing and then Venom gets on the ground and a couple hits later
    you're hitting the cutscenes
    This is not an easy fight; but, it's quite doable as long as you do two
    things: keep moving and don't let webbing stay on the mouth of the vent.
    Remember, your primary goal is to get those bombs into the vent, not kill
    Green Goblin and Venom.
    [] Concept Art: Chem Plant-south side of base, on western portion of walkway
    [] Dossier: Fury's Base-next to review console
    [] Sim Disc: Adrenaline Surge-northeast side room, near Tinkerer
    [] Concept Art: Ambush-hallway between eastern side rooms
    [] Dossier: S.H.I.E.L.D. Life Model Decoy-southeast side room
    [] Audio Log: Fury Calls Contessa-southeast side room next to trivia console
    [] Focus Upgrade-use Nick Fury to activate the console on the south center of
       the base; only available in Legendary+ mode
    HQ Conversations:
    [] Human Torch with Thing
    [] Invisible Woman with Thing
    Welcome to your new digs. Get to know the place. Don't pass up the side rooms
    to the east. All the normal stuff is here and there are new questions in the
    trivia game. When you're ready to begin the re-assimilation, hit the mission
    briefing console.
    [] Reach the Portal Room
    [] Defeat Penance
    [] Transmit S.H.I.E.L.D. Nanite Network Logs
    [] M'Kraan Fragment-inside cell on first level of cell block
    [] Body Upgrade-inside cell on second level of cell block
    [] Audio Log: Speedball News Report II-inside cell on ground level of cell
    [] Dossier: Negative Zone-inside bleachers in gym
    [] Dossier: Prison 42-inside bleachers in gym
    [] Boost: Experienced III-in first room after portal control room
    [] Boost: Devouring I-in second room after the portal control room
    You start on the upper ramparts of the prison wall. Follow the path around,
    beating soldiers until you come to a closed door. A giant robot jumps down and
    must be put down before the door will open and you can get inside the prison.
    You're in the cell block area and you just follow the walkways. Along the way
    you will see collectibles inside cells. Blow out the doors of the cell next to
    where you see the collectible and then break through the intervening wall.
    There are three levels to the cell block area. When you reach the lowest
    (ground) level, go down another ramp and activate the panel on the far wall to
    open the door into the gymnasium.
    You'll have a little meeting with Maria Hill; then, you'll be swarmed by
    S.H.I.E.L.D. troopers. Since this is a gym, you'll find bleachers along the
    walls and a couple of collectibles hidden inside the bleachers. Finally, after
    a few waves of soldiers, a giant robot drops in and taking him out opens the
    way further into the prison.
    Go up the ramp, beat the soldiers in the control room and watch the cutscene
    with Iron Man and Penance. After clearing out the control room, go down the
    side ramp into a room with a bunch of soldiers and two turrets on the far
    wall. Defeat the soldiers and destroy the turrets to open the force field into
    the next room. Before going, there's a Boost on the left side of this first
    room. Go into the next room, clear out the soldiers and the turrets to open
    the force field and collect a Boost from the RIGHT side of the room.
    Well, they had to make SOMETHING different, didn't they?
    Go up the ramp that had been blocked by a force field and have the easiest
    boss "fight" of the game. Hill gives up without a fight! Now, you have to turn
    around and fight your way back to the portal control room. You can now
    activate the control panel and open a door to the portal and a real boss fight
    with Penance.
    Penance will seem like an easy fight. He gets no help and his attacks aren't
    particularly damaging. When he gets below 25% health, the prisoners around the
    room get loose and beat him up for you.then turn on you. They're just regular
    mobs, though, so they'll go down easily. Go to the control panel in the portal
    room and activate it to move on to the next mission.
    [] Collect Pure Nanite Sample
    [] Disable the Decontamination Beams
    [] Return to the Elevator
    [] Boost: Resist Cold I-defeat Equinox
    [] Boost: Disruption III-defeat Equinox (Legendary)
    [] Body Upgrade-side room outside Equinox battle arena
    [] Boost: Resist Impact II-side room outside Equinox battle arena
    [] Audio Log: Nanite Injection Training-first side room on your right where
       you dodge the moving force beams
    [] M'Kraan Fragment-first side room on your right where you dodge the moving
       force beams
    [] Dossier: S.H.I.E.L.D. Nanite Network-first side room on your left where you
       dodge moving force beams
    [] Dossier: Superhuman Inmates-second side room on your right where you dodge
       moving force beams
    [] Asgardian Rune-second side room on your left where you dodge moving force
    You drop right into the middle of a group of soldiers; no time to catch your
    breath. After the soldiers, robots swarm into the room for quite a while. When
    you finally see soldiers again, you can begin to relax as the waves of enemies
    are over for a bit. The human soldiers kindly left the door open; so, head out
    that way.
    You'll be greeted by two big robots, which may take a while to destroy. You
    have limited maneuverability; the use of Targeted Fusions is recommended as
    they have little room to maneuver as well. Once the robot mini-bosses have
    blown up, you will have to wait a moment before the door to the next room
    opens and a few soldiers spill through.
    Run into the next room and clear out the soldiers. There are also laser
    turrets in each corner of the room. When the soldiers are down, Equinox is
    released from the nanite injection chamber and you get to fight him.
    Equinox can use both heat and cold attacks and he's pretty strong. He has a
    multiple-shot flame arc, a strong ice blast, a combination heat/cold radial
    move that sends out four lines along cardinal points and flaming and icy
    explosions around himself. In short, there's no way to avoid getting hit. Cold
    and fire damage resistance Boosts are recommended to make the fight easier;
    but, in the end, it once again comes down to how quickly you can build up
    Fusion Stars and use a Targeted Fusion on him.
    Battle your way back to where you started. As you leave the room where you
    fought Equinox, you'll see you can now access the side rooms where you can
    pick up a Body Upgrade and a Boost. Fight your way across the elevator room
    where you began the level and leave through the opposite door.
    As you enter the hall, moving force beams come down the hall and you're
    limited in your forward movement by force fields. You have to work your way
    around by going into side rooms to dodge the beams, going around a force field
    and then dodging back through the hall to a side room and repeating the
    process, yada yada.
    First, dodge the beams by running into the side room to your right. This room
    contains an Audio Log and a M'Kraan Fragment. Dodge across the hall and pick
    up a Dossier (as well as fight a few mobs). Watch the moving beams; then,
    dodge across the hall in a gap between the beams and clear out some more
    soldiers and collect another Dossier. Once more dodge the beams and go across
    the hall to pick up an Asgardian Rune. In this room is a control panel that,
    when activated, turns off the force beams and opens the door in the main hall.
    The final room has a couple of shielded soldiers and a bunch of robots in it,
    which should be cake for you by now. Clear the mobs; then, stand next to the
    nanite injection chamber and activate it to get a pure sample. All heck then
    breaks loose and you have to get back to the elevator. No one's going to get
    in your way, so hightail it to the next mission.
    [] Reach the Power Conduits
    [] Help Out Luke Cage
    [] Get a Second Pure Sample
    [] Free Firestar
    [] Replace Power Conduit
    [] Dossier: Firestar-first room
    [] Boost: Strike True II-defeat boss holding Luke Cage
    [] Strike Upgrade-end of upper path of prison after rescuing Cage
    [] Boost: Laceration III-defeat bosses holding Firestar captive
    [] Boost: Powerful III-defeat bosses holding Firestar captive (Legendary)
    After your chat with Iron Man and Captain America, run around the elevator
    room to find a Dossier. Exit via the catwalk where you will meet your first
    nanite-controlled enemies; who really aren't any tougher than other mobs
    you've faced thus far. At the end of the catwalk, turn left into the first
    level of the cell blocks.
    In addition to a bunch of regular mobs, you'll meet the nanite-controlled
    version of a mini-boss-a generic villain turned semi-super with the nanites.
    Use a Guided Fusion on the mob or a Targeted Fusion on the mini-boss and
    continue on your way. At the end of the cell block, activate the elevator to
    ride up one level. Repeat the whole "fight off a bunch of regular mobs and a
    mini-boss" thing on this cell block as well.
    Again, at the end of the cell block, activate the elevator to go up one level.
    This time you get a little puzzle to solve as well as mobs to fight. Exit the
    elevator to your left and watch the flame jets go soaring into the sky. The
    jets turn on-and-off in a pattern. There's a console nearby that can show you
    the pattern as alternating green and red circles.
    Basically, you'll step onto a green circle and, as soon as it turns red, step
    onto what you think to be the next green circle. You have about two seconds to
    get off the just-turned red circle onto another circle before flames once
    again burn your biscuits. The pattern for the first set of flame jets looks
    something like this.
    The jets cycle in five stages where X means no change, R means going to flame
    and O means safe until the next cycle:
    The proper way across, then, is:
    XXXXO   XXX3R   R54OX  76RRRX
    Just follow the numbered steps by stage. On the other side of the flames,
    you'll be attacked; if playing single-player, you won't have any teammates
    with you. Quickly activate the console on the left side of the cell block path
    to turn off the first set of jets and start the pattern for the second set of
    jets. Fight off the mobs and then cross the second set of flames. The pattern
    The path to get across is:
    After you get one character through, there's a panel he or she can activate to
    turn the jets off. This time, go past the elevator into the next cell block to
    rescue Luke Cage. Take out the boss using the generic boss battle strategy.
    You don't have a lot of room to move around as the flame jets come on once the
    battle starts and go off when the battle ends. Fortunately, you do not have to
    do the whole pattern-matching thing again.
    Activate the injection chamber to release Cage. Activate it again after he
    leaves to obtain another nanite sample. Keep heading west to another elevator
    and ride it on up. Go right onto the roof of the prison and blast your way
    through a bunch of robots. Go all the way to the end of the path to pick up a
    Strike Upgrade.
    Go back to the center of the upper path and out to the circular platform where
    Firestar is held prisoner. Fight off two boss-level nanite troopers, which is
    just like every other minor boss fight you've been through. Take the lift
    pointed out to you to reach the power conduits.
    There's a small group of mobs and a mini-boss in this room. Clear them out;
    then, look for the power blocks on the north side of the room. Push them into
    the slots in the conduits to restore power to the prison. The cutscenes
    indicate the start of a new mission.
    [] Reach the Portal
    [] Hold Back Nanite Forces
    [] Audio Log: Prison 42 Procedures: Behind you after the cutscenes
    [] Boost: Fire Proof II-defeat Molten Man
    [] Boost: Power Up IV-defeat Molten Man (Legendary)
    [] Boost: Deflection IV-defeat Grim Reaper (Legendary)
    [] Teamwork Upgrade-right side of cell block after fight with Grim Reaper
    [] Dossier: Moonstone-final cell block, on the left hidden by a gravity well
    [] Boost: Disruption I-defeat Diamondback
    [] Boost: Overpower III-defeat Diamondback (Legendary)
    [] Boost: Attributes II-defeat Whirlwind
    [] Boost: Run Speed I-defeat Whirlwind (Legendary)
    [] Boost: Strategist-defeat Moonstone
    [] Dossier: Whirlwind-next to portal at end of level
    After the cutscenes, turn around and grab an Audio Log. Make a run for the
    elevators at one end of the room. Ah! But Molten Man bars the way. This is a
    prototypical boss fight and should be nothing to worry about.
    When Molten Man has been defeated, take the elevator back to the roof. Fight
    your way through mobs to get to another elevator going down. You're back in
    the cell blocks and now you've got Grim Reaper and a bunch of lackeys to wade
    through. After dancing with the Reaper, look for a Teamwork Upgrade on the
    right side of the cell block.
    Keep going to another elevator and ride it down. Exit to your right and
    quickly blast your way through the mobs to one last elevator ride down. The
    final path to safety is contested by gangs of nanite-controlled troops and
    flamethrower turrets. As you get close to the exit, destroy a glowing gravity
    well on the left side of the path to uncover a Dossier. As soon as you get
    past the door at the other end.
    Well, it's another boss battle. This time your opponents are Moonstone,
    Diamondback and Whirlwind. Whirlwind can be hard to take down. He rarely sits
    still long enough to hit him with a Targeted Fusion; so, try using a Guided
    Fusion. You can follow him around inflicting massive damage rather than try to
    pin him in one place. There will be swarm upon swarm of regular mobs to help
    build up Fusion Stars. And you will have the help of Iron Man and Cap.
    Focus on Whirlwind; Diamondback and Moonstone will probably get taken out
    without much extra effort, especially if you use Guided Fusions. There's a
    Dossier next to the portal; and, Diamondback and Whirlwind drop Boosts.
    [] Audio Log: Self Destruct-on north side of bunker
    [] Sim Disc: Search and Destroy-on west side of bunker
    [] Dossier: Nick Fury-south side of bunker
    [] Dossier: Equinox-southeast side room
    [] Concept Art: Prison-northeast side room
    HQ Conversations:
    [] Iron Man with She-Hulk
    [] Captain America with She-Hulk
    [] Stop the Artillery Barrage
    [] Reach the Wakandan City
    [] Dossier: Wakanda-after first cannon, go right at the split in the path
    [] Focus Upgrade-in the bushes around the second cannon
    [] Dossier: Vibranium-to the left of the wood platform puzzle
    [] Audio Log: Nanite News Report-next to third cannon
    [] Boost: Powerful II-right side of the path after the force field after the
       fourth cannon has been destroyed
    [] Boost: Elementalist I-defeat Havok
    [] Boost: Resist Recent-defeat Havok (Legendary)
    You're sent to Wakanda to save Black Panther's kingdom from the invasion of
    the nanites. Work your way down the path and blow up the first cannon you
    find. Defeat the soldiers and a Wakandan guard will open a force field
    allowing you to progress. After going through the field, take the right path
    when it splits and pick up a Dossier. Backtrack and take the left-hand split
    in the path and find the second cannon and destroy it. In the bushes
    surrounding the second cannon you can find a Focus Upgrade.
    Go back to the split in the path and climb the hill along the right-hand path.
    The guard will open the force field for you and you are presented with a
    simple puzzle. There is a large wood platform with four slots in it at
    cardinal points. In the center of the platform are four wood pillars. Each
    wood pillar fits specifically in one of the slots. Just push and pull each
    pillar to its correct slot. They should be easy to identify; but, trial-and-
    error works just as well. To the left of the platform is a Dossier.
    Finishing the puzzle opens the large doors ahead of you and allows you to
    destroy the third cannon. There's an Audio Log nearby. Continue to follow the
    path up the hill. You will soon encounter mines such as those used in
    Washington, DC. Take your time and avoid the explosions. At the top of the
    hill, turn left and take out the fourth cannon.
    The guard will then open another force field so you can continue. Just past
    the force field, pick up a Boost from the right side of the path. Further up
    the path you will encounter a nanite-controlled Havok.
    Havok seems a little off his game at first; but, when he gets down to about
    60% health, he begins ripping holes in the ground and these can be hard to
    avoid. You have to keep an eye on the ground and watch for bulges forming;
    then, run away. Collect your Boost for defeating Havok; then, head down the
    path to the exit.
    [] Raise City Tower Defenses
    [] Destroy Teleporter Pods (optional)
    [] Enter Palace Grounds
    [] Audio Log: Nanite War Voice Stream-to the right at the end of the first
    [] Dossier: Havok-on top of buildings at top of circular ramp near fourth
       teleporter pod
    [] Dossier: Fold Teleporter Pod-as you reach platform of second tower; just to
       your left
    [] Dossier: Wakandan Royal Guard-on the south side of the second tower's
       platform, behind a building
    [] Gamma Regulator-on top of buildings near second tower
    [] Boost: Untouchable II-after third tower, go around the waterfall
    [] Boost: Focused III-defeat A-Bomb
    [] Boost: Run Speed II-defeat A-Bomb (Legendary)
    [] Boost: Killer Instinct I-defeat Justice
    [] Boost: Stunning Finish II-defeat Justice (Legendary)
    At the end of the first bridge, watch out for the teleporter pod falling from
    the sky. Teleporter pods should be destroyed as quickly as possible as they
    spew forth mini-boss enemies as long as they are active. To your right, look
    for an Audio Log between the two small buildings. Continue around the
    fountain, destroying two more pods. After the third pod, go up the circular
    ramp to reach the defense towers.
    At the top of the ramp, look for the fourth pod. Go past the pod and start up
    the stairs. Have a flyer fly up to the roofs of the small buildings to your
    right to pick up a Dossier. At the top of the stairs, take out a bunch of mobs
    and then push the defense tower power supply back into the tower.
    Go around by the ramp to your right to reach the second tower; as you reach
    the platform you'll find a Dossier to your left. You'll have to take out more
    enemies as well as the fifth teleporter pod. Fly up to the rooftops to pick up
    a Gamma Regulator. The guard will then lead you back down toward the third
    defense tower. At the bottom of the ramp she opens for you, you'll find the
    final defense tower and three more pods will drop on you. Defeat the mobs,
    destroy the pods and put the tower back together.
    Walk over to the force field leading down from this area and the guard will
    open it. Go down and around the waterfall to find a Boost. Go down the stairs
    and you will meet A-Bomb. You really want to stay as far from this beast as
    possible. He has incredible close-range destructive power. Pepper him from
    afar and then use Targeted Fusions on him.
    When A-Bomb is low on health, Justice shows up and shields A-Bomb. You now
    have to try to simultaneously stay away from A-Bomb while building up Fusion
    Stars to use on Justice. Fortunately for you, Justice is a bit of a wimp and
    one good Fusion will convince him to stop protecting A-Bomb. You are then free
    to focus on A-Bomb again. Once A-Bomb is down, mop up Justice. After cleaning
    up the mess, go down the stairs past another waterfall and up the elevator to
    the palace.
    [] Raise Palace Tower Defenses
    [] Defeat the Fold Invaders
    [] Dossier: Justice-to the left as you leave the elevator
    [] Dossier: A-Bomb-next to first defense tower
    [] Asgardian Rune-past the second defense tower
    [] Teamwork Upgrade-past the second defense tower, behind market stand
    [] Boost: Stunning Finish I-defeat Green Goblin (Legendary)
    [] Boost: Team Tactics IV-defeat Venom (Legendary)
    As you enter the level by leaving the elevator, turn to the left side of the
    screen and find a Dossier partially behind the elevator tower. Fight your way
    down the path to a point where you have to cross some wood platforms floating
    on water. At this point, watch out for more teleporter pods dropping from the
    Once you get over the water, climb the stairs and destroy more pods on this
    upper walkway. Continue climbing the path, taking out mobs until you find
    another defense tower. Take out the swarm of enemies and pull and push the
    tower back together. Pick up a Dossier from this same platform.
    Go back down the ramp and through the force field, destroying another pod.
    Climb another ramp and take out a group of mobs to find the second defense
    tower attached to a large column. Repair the tower and the column is revealed
    to be an elevator. Ignore it for the moment and go on past to pick up an
    Asgardian Rune and a Teamwork Upgrade. Return to the tower elevator and
    activate the control panel opposite the repair point. The platform rises
    halfway; run around to the other side and activate the panel to get to the
    Climb the stairs and watch the cutscenes.
    Fold soldiers start dropping in on you. Do NOT waste Fusions on these guys.
    You're about to battle Venom and Goblin again, and you'll need your Fusions
    for them. There are no shortcuts in the battle ahead; you have to keep moving
    to stay away from the bombs and guns coming from whomever is riding Gobby's
    glider. When Venom or Gobby are on the ground, pound him with a Targeted
    Fusion. This battle can be a little tedious; but, there's nothing special to
    do-just use the generic boss battle strategy.
    [] Audio Log: Goblin Interrogation-center platform
    [] Sim Disc: Heavier Metal-near sim console
    [] Dossier: Black Panther-near review console
    [] Concept Art: Wakanda-near Goliath
    [] Dossier: The Fold-near Goliath
    [] Focus Upgrade-use Storm to activate the pedestal to the right of the
       mission briefing console (behind Bishop)
    HQ Conversations:
    [] Spider-Man with Green Goblin
    [] Spider-Man with Venom
    Another day, another headquarters. New trivia questions and collectibles and
    such. Hit the mission briefing when you're ready to get on with it.
    [] Infiltrate Nanite Base
    [] Blown Amplifiers
    [] Audio Log: Fold Broadcast-next to starting point
    [] Boost: Super Tough III-behind the first amplifier
    [] Boost: Frosty III-after mini-boss battle, look to the left in a ravine
    [] Body Upgrade-behind left-hand gate where the path splits
    [] Dossier: Nanite Base-to the right as you come down the hill from the last
       two amplifiers
    [] Boost: Untouchable III-defeat Spider-Woman
    [] Boost: Elementalist II-defeat Spider-Woman (Legendary)
    [] Boost: Physicality I-defeat Wonder Man
    [] Boost: Second Wind-defeat Wonder Man (Legendary)
    Fight your way along the path. Things won't really get tough until you
    encounter the advanced version of the teleporter pods-amplifiers. Destroy the
    amplifiers to keep them from spitting out mini-bosses. Behind this first
    amplifier is a Boost. The next three amplifiers are close by and as easily
    taken out.
    Beyond the third and fourth amplifiers is a force field. Take it down by
    destroying the power generators to either side of it. Continue along the path
    until you are faced with a small boss battle. After defeating the mini-boss,
    destroy the gates blocking your path and continue.
    As you go down the path, keep an eye below you to the left; there's a Boost in
    a ravine.  As you reach the lower level, two gates spring up in front of you.
    Bash through the left-hand gate first to get a Body Upgrade. Return and burst
    through the right-land gate and keep going. Fight off a few ninja warriors and
    break another gate. Beyond is a large swarm of Fold and the last two
    Go down the stairs and look to the right. Break apart the structures to find a
    Dossier. Continue forward on the bridge. Watch out for the jets of steam and
    time your runs through them. On the far side of the bridge, Yellowjacket
    points out an entry point to the base. On either side are structures-stand in
    front of each and rapidly tap Interact to break the vents and open the center
    At this point, Wonder Man and Spider-Woman show up to take a hand in the
    proceedings. Not a friendly hand, either. Wonder Man is the tougher enemy as
    he can teleport rapidly and has a good ranged attack. Keep an eye out for his
    purple missiles and try to dodge them. Use as many Targeted Fusions as you can
    earn. Partway through the battle, just to mix things up, jets of steam start
    pouring out of holes on the perimeter of the arena. You'll have to dodge those
    as well. When the two heroes are down, enter the base.
    [] Destroying Nanite Amplifiers
    [] Infiltrate the Inner Base
    [] Dossier: Wonder Man-hidden in a piece of machinery near the first amplifier
    [] Boost: Striker III-defeat She-Hulk
    [] Boost: Inferno II-defeat She-Hulk (Legendary)
    [] Teamwork Upgrade-left path toward Firestar
    [] Boost: Resist Crush II-defeat Firestar
    [] Boost: Devouring III-right path toward Colossus
    [] Boost: Disruption II-defeat Colossus
    [] Boost: Vampiric Melee-defeat Colossus (Legendary)
    [] Audio Log: Tinkerer Personal Log-behind equipment after using the central
    Head down the hall and find a swarm of Fold and an amplifier. Destroying the
    amplifier opens up a pathway further into the base. Destroy everything around
    the amplifier; there's a Dossier hidden in one of the structures.
    Fight your way to the circular structure at the center of the base and fight
    She-Hulk. Her attacks are all physical and she goes down pretty easily to
    Targeted Fusions. Get rid of any additional mobs that popped up to help She-
    Hulk and take a look at your options.
    There are three teleport chambers ahead of you. The center one is inactive;
    you must choose left or right. Pick one and fight the boss at the end.
    On the platform on which you arrive, Grab the metal cylinder in front of you
    and drag it onto the center of the platform. This opens the way into the
    chamber beyond. This area is ruled by Firestar. She'll start raining fire on
    you immediately, so move quickly. The path in front of you splits briefly. If
    you go around to the left you can score a Teamwork Upgrade.
    Get on Firestar's platform and destroy the amplifier to keep the number of
    mini-boss mobs to a minimum. Target Firestar with a couple of Fusions and you
    should be able to take her right out. Return to the central platform using the
    teleporter. If you have already done the right teleporter, the central one
    will be active. If not, go do the right one now.
    On the platform on which you arrive, Grab the metal cylinder in front of you
    and drag it onto the center of the platform. This opens the way into the
    chamber beyond. Your opponent for this round is Colossus. The advance down the
    hall is the most dangerous part of the battle as there is little room to
    maneuver and Peter is throwing large bombs at you.
    Once you get into the room with Colossus he resorts to physical attacks.
    Before turning your attention to the tin man, destroy the amplifier in the
    room so you aren't swarmed with mini-bosses. Take out Colossus with the
    standard strategy of Targeted Fusions. Pick up Colossus' Boost and use the
    teleporter to get back to the central platform. If you've finished the left
    side, the central teleporter is active. If not, go do the left side now.
    Before you can use the central teleporter, you will be swarmed by Fold troops.
    Clear them out and use the central teleporter. In the room in which you
    arrive, look behind all the structures to find an Audio Log. At the far end of
    the corridor is the exit. Beside it are two larger amplifiers that produce a
    more powerful mini-boss. Defeat them and the teleporter will be open.
    [] Reach Repeater Tower Base
    [] Defeat Enhanced Fold Guards
    [] Send Nanite Stasis Signal
    [] Audio Log: Tinkerer's Research Tape-hidden inside a structure
    [] Boost: Deep Cold I-defeat Whirlwind
    [] Boost: Precision III-defeat Whirlwind (Legendary)
    [] Dossier: She-Hulk-in area around second amplifier after defeating Whirlwind
    You're dropped right into a group of Fold; so, you get to fight right away.
    There's not much to say here. The area is small and filled to the brim with
    Fold. Let loose and destroy everything in sight. Once you have taken down the
    three mini-bosses, and things have quieted down, blanket the area looking for
    an Audio Log that should be revealed as it was hiding inside a structure.
    Take the teleporter to the next area of the map. You're in for another fight
    against Whirlwind and a huge number of Fold. Take your shots at WW when you
    can and otherwise blast indiscriminately. After the fight, take a winding ramp
    up to another teleporter.
    Once more you will fight your way through hordes of Fold. You will also have
    to dodge steam jets from the floor. As before, destroy the big amplifiers and
    kill the enhanced guards. In the area around the first amplifier, find the
    metal cylinder and drag it to the glowing light in the middle of the floor.
    Repeat for the area near the second amplifier. You can also pick up a Dossier
    from this area.
    Move forward and take out the third guard and his amplifier. Use the portal
    nearby to get to the Tinkerer's lab.
    Yes, this is A boss fight. No, this is not THE boss fight.
    The Tinkerer is invulnerable most of the time, lucky you. He floats around in
    a glowing ball while summoning forth enhanced guards and lots of regular mobs.
    To defeat him, you must destroy the two guards he keeps "chained" to him. This
    will cause his bubble to burst and leave him temporarily vulnerable on the
    ground. That's when you hit him with everything you've got. A Fusion works
    great if you have any Stars left after dealing with all the other mobs.
    The Tinkerer himself doesn't do anything to you, he just keeps bringing in all
    the other Fold troops. This is an extremely long battle and likely to leave
    you exhausted (i.e. low on health and lacking Health Tokens). This is not a
    good thing. Try to preserve yourself-fight defensively rather than
    offensively. You're going to need all the help you can get shortly.
    When Tinkerer gets below 25% health he teleports out and a bridge opens up.
    Run across the bridge and use the control panel.
    [] Restore Nanite Stasis Signal
    [] Defeat Nick Fury
    [] Boost: Wade's 2nd Fave-defeat Nick Fury
    [] Boost: Wade's Fave-defeat Nick Fury (Legendary)
    [] Concept Art: Showdown-defeat Nick Fury
    This is it. THE boss fight. It starts with a ride on an elevator. But, this is
    an elevator where you are under constant attack. An elevator that occasionally
    gets hung up because enemy troops are holding it in place. This is all about
    persistence and having the right team. You need strong area-of-effect powers
    to keep the mobs off your back as much as possible. You need strong ranged
    powers to kill the Fold holding up the elevator every time it stops. You need
    strong Fusions to clear the swarms on a regular basis.
    Hopefully, by this point in the game, you've figured out a team that works
    well for you. Just as a personal note, my team was Jean Grey, Storm, Iceman
    and Juggernaut-three types of elemental damage, strong Fusions and 15% Stamina
    boost. Your mileage may vary.
    At the top of the elevator, take out Tinkerer, which you can do with your
    pinky finger. Step up to the console and activate it. Now you have to defend
    it for one minute against swarms of Fold. Hold out for a minute and all the
    Fold go limp.
    But.that's not it.
    Here comes the big boss! Let's get it on!
    Fold Fury has a few tricks up his sleeve; but, when you get right down to it,
    this is a typical boss battle. You want to take potshots at him until you earn
    a Fusion Star; then, hit him with a Targeted Fusion. However.
    There are a few other things you'll have to do. First, keep moving and try not
    to get face-to-face with Fury. Most of his attacks come from the front and if
    you're to his side, he'll miss. Second, hold your Fusions until he stands
    still. He races across the arena and then suddenly pauses to fire. Hit him
    during that pause.
    Third, Fury switches up his attacks. He has the powers of many of the other
    heroes and you'll have to switch tactics. For example, at about 50% health,
    Fury starts using Multiple Man powers. Now, besides the comedy of a super-
    powerful being using this ability to make wimps of himself, this radically
    alters the way in which you approach the battle. Keep an eye on the big green
    apparition rising out of Fury for a clue of what type of attack is coming up
    At about 40% health, Fury channels Bishop and Wonder Man. Wonder Man-Fury
    flits about the arena, shooting energy into Bishop-Fury, which he then
    projects in powerful attacks. You have to get between the two Furys and block
    the energy beam from Wonder Man-Fury. This sends Fury back to his previous
    tactics and you can start hammering him again. He'll now mix in the
    Bishop/Wonder Man thing with the other tactics.
    Finally, at very low health, Fury channels A-Bomb and puts out a duplicate and
    joins himself to the duplicate with a steady stream of light. You've got to
    get between them and block off the stream to force them to come together in a
    collision. Once you do that, you can go back to attacking him "normally." One
    more Targeted Fusion ought to do it.
    After the closing cutscenes, you are in Wakanda Palace as your final HQ. Save
    your game here and save the save. You can replay any missions from here (with
    the exception of the missions from whichever Registration side you did not
    choose) and you can use the mission briefing console to start a new game at
    Legendary difficulty using all your currently unlocked heroes at their current
    level with all their stats and boosts intact.
                        3      WALKTHROUGH - ANTI-REGISTRATION
    This is only a partial walkthrough covering the specific chapters which are
    different if you choose to side with Captain America against Superhero
    Registration. The missions will be similar to the Pro-Reg missions; you'll be
    doing the opposite actions (defending cargo instead of destroying it, breaking
    people out of confinement rather than keeping them locked up, etc.). The maps
    are laid out a bit differently; and, you'll have a slightly different set of
    heroes to work with.
    There are two ways to complete the necessary Anti-Registration awards &
    trophies. One way is to reload your save from Stark Tower 3 (you did remember
    to keep a save from there.) You can replay Acts II and III on the opposite
    path at the same difficulty level. The other way is to start a new Legendary+
    game from the end of your previous game. You'll have to replay the entire
    game; but, you also earn the Legendary trophies/achievements.
    [] Dossier: Jessica Jones-north side of base
    [] Sim Disc: How Are De Ducks?-near trivia console
    [] Dossier: Cap's Hideout-south side, near Patriot
    [] Audio Log: Cable Voicemail-next to review console
    [] Concept Art: Civil War Choice-next to mission briefing console
    [] Sim Disc: Wanton Destruction-next to sim console
    [] Teamwork Upgrade-use Captain America to open a door on northeast side of
    HQ Conversations:
    [] Captain America with Patriot
    [] Captain America with Hercules
    [] Captain America with Spider-Woman
    [] Luke Cage with Captain America
    This is your base of operations for the Anti-Reg game. You have a different
    set of trivia questions here; but, should get the same collectibles.
    [] Rendevous with Spider-Woman
    [] Protect the Cargo
    [] Reach Cable's Base
    [] Stop S.H.I.E.L.D. Assault
    [] Defeat Black Widow
    [] Power Pip-on the pier right after you've finished protecting the cargo
    [] M'Kraan Fragment-after finishing protecting the cargo; you're swarmed by
       robots coming out of a cargo container, the Fragment is in the back of that
    [] Dossier: S.H.I.E.L.D.-in cargo container near base entrance after fighting
    [] Body Upgrade-just inside the base between some cargo containers
    [] Boost: Hands On I-in a side alley at the north end of the map
    [] Asgardian Rune-upper catwalk in room where you fight Black Widow
    [] Boost: Shock Smash I-defeat Black Widow
    [] Boost: Killer Instinct II-defeat Black Widow (Legendary)
    Move forward and take out the S.H.I.E.L.D. agents in the warehouse. Once
    you've cleaned up, step outside on to the pier and take out additional troops.
    Spider-Woman then shows up and tells you to get on the boat. You have to get
    on the boat and get rid of five bombs and you have three minutes.
    Countdown timer is in the lower left of your screen.
    Run on the boat and start taking out troops. Look for the tall packages with
    blinking red lights. Grab each one you find and fling it overboard. When
    you've taken care of all five, Spider-Woman tells you to go see Cable. As you
    come out of the cutscene, there's a Power Pip right in front of you.
    Go down the pier, taking out troopers and robots. Some of the robots pop out
    of a cargo container, walk into the container to the back to pick up a M'Kraan
    Fragment-you can't rotate the camera so you have to this blind. As you near
    the end of the pier, you'll face a chopper. Grab a couple of its grenades and
    toss them back to send it packing. Turn right and head up the alley. Keep
    working your way through the streets until you meet the chopper again. These
    guys never learn. Get in close and Grab its grenades and throw them back. It's
    preferable to use a character with some type of Might ability as they can
    throw further.
    Continue past the helicopter and around the corner and take out another group
    of soldiers. Once the troopers are down, the door to the base opens. Look over
    by the wall of the back of this area inside a cargo container for a Dossier.
    Enter the base and start taking out troops. While you're fighting, keep an eye
    open for a Body Upgrade that's sitting between two cargo containers. When the
    soldiers are all down, the helicopter reappears. Again, throw its own grenades
    back at it, this time to destroy it.
    Before continuing, head for the north end of the area and find a side alley to
    the west and pick up a Boost. When you're ready to go inside, approach the
    hole blown in the wall of the base. Inside, Black Widow is waiting for you.
    Use the standard tactic of dropping Targeted Fusions on her. She won't go down
    quickly and she can do some damage with her guns; but, she doesn't use her
    guns often and otherwise she's pretty weak.
    After she's capture, before you rush inside, take a moment to search the area.
    You can find an Asgardian Rune on an upper platform in one corner of the
    arena. When you're ready, head for the hole in the wall and exit to the next
    [] Repel S.H.I.E.L.D. Forces
    [] Bring Turrets Online
    [] Block S.H.I.E.L.D. Incursion
    [] Secure the Garage
    [] Reach Command Center
    [] Power Pip-inside turret control room
    [] Focus Upgrade-opposite the door to the turret control room
    [] Audio Log: Hydra Training Tape-lab room north of turret control room
    [] Dossier: HYDRA-lab room north of turret control room
    [] Boost: Experienced I-southwest corner of main room
    [] Dossier: S.H.I.E.L.D. Agents-corner of garage beside a ramp
    [] Resist Electric II-defeat War Machine
    [] Resist Energy II-defeat War Machine (Legendary)
    [] Gamma Regulator-in the garage on a platform behind a car
    The way ahead of you is mined, so be careful. Fight your way through the
    street until you get to the giant robots pounding on the base door. Take them
    out-Targeted Fusions work well and the robots count as mini-bosses so they'll
    earn you a Health Token.
    Cable now opens one of the gates for you; head through and follow your Nav
    arrow to a side area to the east. There are no enemies out here (now); but,
    your way is blocked by an electrical field. Activate one of the robots
    standing there to have is short out the field. Activate the other one to have
    as an additional NPC in your party for the rest of this mission and the next
    Go into the control room and bring the turrets online by activating the
    controls in this order: far left, right center, left center, far left. Look in
    the corner to the left of the door for a Power Pip. Leaving the control room,
    turn right (north) and enter a lab where you can pick up an Audio Log and
    Dossier. Go straight across the outer room for a Focus Upgrade. Return to the
    main room.
    Now there are people to fight!
    Clean out the room; then, search the area. In the southwest corner you'll find
    a Boost. When you've cleared everything, head for the garage on the north side
    of the room. You may run into some soldiers already coming through. Take them
    out and keep going, clearing out the main room and the garage.
    When everything is clear, War Machine cranks his way into the base. War
    Machine has some nice ranged attacks; but, he's a fairly standard boss and
    weak against Targeted Fusions. After beating War Machine, pick up his Boost
    and search the garage for a Dossier that's in a corner beside a ramp. There's
    also a Gamma Regulator on a platform behind a car. Finally, head for the exit.
    [] Enter Command Center
    [] Knock Out Power Terminals
    [] Defeat Bishop
    [] Strike Upgrade-corner of room with third power terminal
    [] Audio Log: Bishop and Cable-after third power terminal, exit east, then
       turn north (left) at the intersection
    [] Body Upgrade-beside ramp in large room on east side of map where you fight
       two mini-boss robots
    [] Boost: Overload II-in first room where you fight Bishop on a shelf to the
       right of the entrance
    [] Dossier: War Machine-in first room where you fight Bishop on a shelf to the
       left of the entrance
    [] Power Pip-in second room where you fight Bishop between two shelves
    [] Boost: Ionic Attack II-defeat Bishop
    [] Boost: Ice Strike III-defeat Bishop (Legendary)
    Go down the hall to the entrance room and take out the robots and soldiers.
    Activate the panel on the back wall to open the door. In the next room is a
    robot hooked into a power terminal. Hit the terminal hard enough and it will
    knock out the robot. Clear the remainder of the room and continue down the
    Work your way through the hall and then across the catwalk. You'll be under
    pressure the entire way. At the end of the catwalk you'll go up and ramp and
    knock out the second power terminal. Exit the room to the west and go down the
    hall to the third power terminal. This one is the most heavily guarded. Try to
    avoid hitting the terminal until you've gotten rid of most of the soldiers and
    robots. When you destroy this terminal, the robot remains active and puts up
    quite a fight.
    When the room is clear, search it to find a Strike Upgrade in one corner.
    Leave the room to the east and fight your way down a catwalk. When you reach
    the T-intersection, turn left (north) to pick up an Audio Log. Now fight your
    way south and then east back to the room with the first power terminal.
    NOTE: Either my game glitched right here or I missed something along the way.
    You're supposed to be able to cross this room and continue east; however, the
    door east was closed and the door south (through which I came when I first
    entered this room) was open. The door east was only a partial door, so I had
    my flyer fly over it and the rest of the team "jumped" to me. Your mileage may
    Keep going east; the next large room you come to has two mini-boss level
    robots. After the fight, pick up a Body Upgrade from beside the exit ramp.
    Leave the room to the north and fight your way through another room and then
    along a catwalk. When you leave the catwalk you will be in the final arena for
    the Bishop fight. There are two rooms where you fight Bishop; this first room
    has a Boost and a Dossier hidden in the shelving; so, pick those up before
    working on Bishop.
    Bishop absorbs energy, which not only doesn't harm him, it actually heals him;
    so, try to avoid using energy attacks (Gambit, Storm, etc.) on him. Attack
    Bishop with physical, mental, cold or fire damage (Juggernaut, Jean Grey,
    Iceman, Human Torch, etc.). When Bishop gets down to about 80% health, he runs
    over to a power terminal and plugs himself in. This is where the battle really
    gets hard.
    If you really want to hurt Bishop, you have to blow up the power terminal
    while he's plugged in. There are three power terminals in the arena and each
    has two energy nodes on it. When Bishop is drawing power from the terminal,
    the energy nodes glow yellow. Hit each node to turn it red at which point the
    terminal feeds back and hurts Bishop-pretty badly as it turns out.
    After the first time you hurt Bishop this way, he tries a new trick. He runs
    to a terminal; but, instead of drawing from that terminal directly, he's
    drawing from the other two. You have to run and hit all four nodes on the
    other two terminals while Bishop is still plugged in. Now, this doesn't hurt
    Bishop that much; but, he will wait longer before he tries this trick again,
    letting himself get down to about 50% health. Just remember the faster you hit
    the energy nodes the less health Bishop will regain and the more you can take
    off before he does this again.
    Finally, when Bishop gets near zero health, he'll do his recharge trick by
    placing himself in the center of all three terminals. This time you need to
    hit all six energy nodes on all three terminals; then, Bishop overloads and
    shorts himself out. Of course, all this time, you also have to deal with
    Bishop's range of strong electrical attacks, including shockwaves, a charged
    rush and a huge blast. The only thing you can really do is keep moving and try
    hitting with non-energy ranged attacks.
    [] Dossier: Bishop-near mission briefing console
    [] Concept Art: Base Defense-north side of base
    [] Sim Disc: Adrenaline Rush-next to sim console
    [] Audio Log: Speedball News Report 1-near trivia console
    HQ Conversations:
    [] Captain America with Firestar
    [] Captain America with Prodigy
    [] Captain America with Iron Fist
    [] Luke Cage with Iron Fist
    [] Luke Cage with Captain America
    [] Destroy Anti-Aircraft Guns
    [] Defeat Songbird
    [] Dossier: Ryker's Island-inside HVAC unit near first cannon
    [] Gamma Regulator-inside water tower near first cannon
    [] Power Pip-inside water tower near first cannon
    [] Body Upgrade-behind water tower near the fourth cannon
    [] Boost: Frosty II-inside water tower on roof after your cross makeshift
    [] Boost: Draining II-defeat Songbird
    [] Boost: Critical Pain III-defeat Songbird (Legendary)
    [] Audio Log: Anti-Reg Radio Spot-beside water tower next to last cannon
    The first gun you need to destroy is right in front of you. Take it and its
    guards out. Destroy the water towers and HVAC units over to one side, you'll
    find a Dossier, Gamma Regulator and Power Pip inside. Go up the stairs to the
    west to reach the second cannon and destroy it.
    Now head west down an "alley" into the face of a mini-boss robot and rocket
    troopers. A Guided Fusion may be just what the doctor ordered for this
    situation. The third cannon is at the end of the alley. Go down the stairs and
    take out cannon number four. On this roof level, go back in the corner behind
    a water tower to find a Body Upgrade.
    Down one more level and you have a whole mess of robots and soldiers AND a
    chopper. Get close enough to the chopper that is stops using rockets and
    starts throwing grenades. You can pick these up and throw them back to make it
    go away. You can then concentrate on the mobs and destroying the fifth cannon.
    One of your helicopters comes in and makes a bridge for you. Cross and take
    out the rocket troopers firing at you; then, clear out all the robots that run
    onto the roof. You can pick up a Boost in the water tower in the front corner
    of this roof. When soldiers blow through the fence above you, move up a level
    for a boss fight.
    Your opponent for today is Songbird, herself a reformed criminal now treating
    you like one. Serves her right if you unload some Targeted Fusion on her. Her
    sonic attacks are strong; but, easy to avoid since they have a narrow arc.
    After she's down, another makeshift bridge appears to take you to the final
    cannon. Cross, pick up an Audio Log beside the water tower; then, take out the
    cannon and watch the cutscenes.
    [] Destroy Anti-Aircraft Guns
    [] Disable Transports
    [] Defeat Lady Deathstrike
    [] Counterattack!
    [] M'Kraan Fragment-behind the yellow girder to your right as you start
    [] Teamwork Upgrade-beside red van on the south side of street
    [] Boost: Jackpot I-underneath red van on south side of street
    [] Dossier: S.H.I.E.L.D. Capekillers-beside post boxes opposite the red van on
       the south side of the street
    [] Boost: Precision II-defeat Lady Deathstrike
    [] Boost: Deep Cold II-defeat Lady Deathstrike (Legendary)
    Before haring off, look behind the twisted yellow girder to your right for a
    M'Kraan Fragment. Head down the tracks, mowing through resistance and three
    ack-ack guns all at the same time. As soon as the last cannon is destroyed,
    you see a short cutscene and then you're at street level in the middle of a
    You are tasked with disabling transports. There are several trucks parked
    around the street; the three you want are all on the eastern side of the map.
    Refer to your map to see exactly which trucks you need to hit. Before hitting
    the transports, run or fly to the south end of the street and find a Teamwork
    Upgrade and a Dossier on either side of the street and a Boost after you throw
    the red van out of the way. Fight your way through throngs and hit each truck
    enough times to wreck it.
    Wrecking their precious trucks has made S.H.I.E.L.D. mad and they unleash Lady
    Deathstrike on you. Lady D uses mostly melee attacks; but, they are powerful.
    Stay out of range and shoot her until you have a Fusion Star and can unload on
    her. You only have to get her to about 50% health before Thing shows up and
    interrupts your little beatdown.
    Thing joins you as you fight off a swarm of troopers, robots and mini-boss
    robots. Then, Lady D picks herself up and tries to dust you off. Repeat
    previous beatdown. This time, there will be no interruption. Oh, there is one
    little complication. Miss Deathstrike will be joined by mini-boss robots. Just
    to spice things up a little. Since the robots have ranged attacks, deal with
    them when they appear and just avoid Lady D.
    [] Stay with Iron Man
    [] Defeat Yellowjacket
    [] Dossier: Lady Deathstrike-right behind your starting point
    [] Asgardian Rune-to your right after you climb into the broken building
    [] Boost: Experienced II-to your left after you climb into the broken building
    [] Focus Upgrade-while fighting Yellowjacket, inside the building you run
       through midway through the battle
    [] Boost: Precise Daze-defeat Yellowjacket
    [] Boost: Deflection III---defeat Yellowjacket (Legendary)
    Follow the path over the rooftops, fighting your way through a few regular
    mobs. You will shortly climb up some rubble into a broken building. Head left
    and look for an Asgardian Rune on your right and a Boost on your left. As you
    exit the building, you have a little chat with Iron Man and then begin your
    big boss battle for this chapter.
    Fighting Yellowjacket is at once both very simple and very hard. He as one
    primary attack and that is to slam his fists into the building. He has three
    fist slams:
    1)     Slams either his right or left hand straight down
    2)     Slams either his right or left hand across his body and into the wall
    3)     Slams both hands down together
    All the attacks are heavily telegraphed and can easily be avoided. As soon as
    a fist (or two) slams down, it will stay down for about three seconds. In that
    time you have to hit it with something. Rapid-fire shots or quick-firing blast
    powers are your best bet. Don't try to run over and punch his arm, it will
    take too long. As soon as you do enough damage, Yellowjacket will take a
    breather and put one fist down on the ground. Hit that fist with a Targeted
    Yellowjacket will get mad and break down some walls. Run through the opening
    on the left and grab a Focus Upgrade. Keep going until you are joined by
    Firestar and then it's another fight with Yellowjacket. Yellowjacket's attacks
    are the same with one variation where he slams just his fist down on the edge
    closest to him. You will occasionally be swarmed by robots. The swarms will
    help you build up Fusion Stars for the finishing blows on Yellowjacket.
    Take out the robots and hit Yellowjacket's arms while they are down. When he
    stops to take a breather, he will put his arms up and his body will be open.
    Target his abdomen with a Fusion. Repeat the process of hitting his arms. The
    next time he stops, he actually puts his head down on the ground.
    Don't miss it.
    [] Concept Art: Convoy Strike-south side of base in dorm area
    [] Sim Disc: Pinned-south side of base in dorm area
    [] Audio Log: Speedball's New Costume-south side of base in dorm area
    [] Sim Disc: Heavy Metal-next to sim console
    [] Dossier: Yellowjacket-next to sim console
    HQ Conversations:
    [] Any X-Man with Cable
    [] Rendezvous with Colossus
    [] Defeat Bullseye
    [] Create Smoke Screen
    [] Rescue Cloak and Dagger
    [] Boost: Shock Smash II-defeat Bullseye
    [] Boost: Conductive III-defeat Bullseye (Legendary)
    [] Strike Upgrade-after the Bullseye battle, on the next platform, inside a
       pipe in the southeast corner
    [] Asgardian Rune-after Bullseye battle, on next platform, jump over tank on
       south side and break open the chemical container
    [] Boost: Energized I-defeat Wonder Man
    [] Boost: Ionic Attack IV-defeat Wonder Man (Legendary)
    [] Audio Log: Goliath and Cap-inside a pipe on Wonder Man battle platform
    [] Dossier: Dagger-inside a pipe next to the second smoke screen
    [] Dossier: Geffen-Meyer Chemical Plant-inside a pipe next to the second smoke
    [] Boost: Laceration II-under catwalk behind fourth smoke screen
    [] Boost: Resist Energy I-defeat She-Hulk
    [] Boost: Attributes III-defeat She-Hulk (Legendary)
    [] Boost: Fire Strike III-defeat Molten Man
    [] Boost: Fire Strike IV-defeat Molten Man (Legendary)
    Head down the catwalk to a large platform and take out the robots. Continue
    east; but, watch out as you turn the corner. Robots are throwing exploding
    barrels down the ramp at you and soldiers are throwing grenades. Use a wide-
    arc blasting power to blow things up before they get too close and charge up
    to a circular platform with a revolving center. (For an ironic kick, have
    Susan Storm on your team.)
    Defeat all the mobs on this platform, many of which are shielded troopers.
    Leave this platform and wind your way up a circular walkway to another round
    platform where you will join Colossus in a fight against Bullseye (and
    Bullseye has seriously strong ranged attacks. Try to stay to his side or
    behind him or use stunning attacks to keep him off balance. Bullseye is kind
    of a wimp, though, and can't take much in the way of physical abuse. Targeted
    Fusions work very, very well on him.
    To get off this platform, you have to freeze a chemical spout. Iceman can do
    this; or, hit one of the "vending machines" next to the catwalk and take the
    dispensed barrel of liquid coolant and throw it at the spout. You may have to
    throw several barrels before it will freeze.
    On the next platform, take out the mobs and then break open the pipe to your
    left as you enter the platform (southeast corner) for a Strike Upgrade. Jump
    over the tank on the south side of the platform and break open the chemical
    tower for an Asgardian Rune. Then smash the pipe on the north side of the
    platform to create a smoke screen. Exit through the smoke screen. At the top
    of the ramp, stand in front of each of the three valves and rapidly tap the
    Interact button to release the valves and blow open the door.
    Run through the door and have yourself a merry little boss fight with Wonder
    Man. WM is the Timex superhero-he takes a licking and keeps on ticking. You'll
    have to hit him a few times with Targeted Fusions to finish him off. In the
    meantime, keep moving to avoid his ranged attacks and see if you can keep him
    tied up with a tank.
    Wonder Man is no sooner down than an elevator descends and releases a couple
    soldiers. Take out the soldiers; then, collect your boosts for defeating
    Wonder Man and break open the pipes on the platform to find an Audio Log. Take
    the elevator up. At the top of the lift you've got a nasty fight on your hands
    against a half-dozen or so mini-boss level foes. Dodge flame jets to get to
    the next platform and take out a couple of big robots and then break another
    pipe to make another smoke screen. On either side of this smoke screen is a
    Dossier hidden in a chemical container.
    Go through the smoke and follow the catwalks down. As you approach a circular
    platform, slow down and wait. There's a bit of machinery running around this
    platform and you have to dodge it to get out there. Get into the middle of the
    platform and fight off the robots. Head north and create two more smoke
    screens on the next platform. Behind one of them is a Boost under the catwalk;
    just stand on top of it and you can collect it. Go north and take the elevator
    up one level.
    Molten Man and She-Hulk have Cloak and Dagger cornered. Cloak's out of it;
    but, Dagger will join in and help fight these two. As the ranged fighter,
    Molten Man is the more dangerous. You can stay out of She-Hulk's way; so, do
    that while concentrating on MM. When he goes down, you can turn your attention
    to the green lady. To end the mission, leave by the elevator.
    [] Support Captain America
    [] Defeat War Machine
    [] Rescue Captain America
    [] Defeat Iron Man
    [] Defeat Mr. Fantastic
    [] Dossier: Molten Man-southeast corner of map behind a pipe
    [] Boost: Mighty II-defeat War Machine
    [] Boost: Cape Killer I-defeat War Machine (Legendary)
    [] Dossier: Bullseye-after War Machine, go down elevator and at bottom of
       first ramp break open pipe
    [] Boost: Reserves III-defeat Mr. Fantastic
    [] Boost: Fusion Combo III-defeat Mr. Fantastic (Legendary)
    [] Boost: Energized II-defeat Iron Man
    [] Boost: Hands On II-defeat Iron Man (Legendary)
    Fight your way east and turn north at the intersection. There's a chemical
    spout here; but, all the nearby barrels of coolant were probably destroyed in
    the fighting and the nearest "vending machine" is quite a ways away. Just add
    Iceman to your team and let him freeze it. Before passing the chemical spray,
    go east and break the pipe at the eastern-most tip of the south side of the
    map. There's a Dossier behind the pipe.
    Walk out over the pipes and drop down to where Cap and Iron Man are duking it
    out. First up, War Machine. He mainly charges back-and-forth across the stage,
    turning to shoot a few pulsar bolts each time. Hit him with two or three good
    Fusions and he'll be toast. Just watch out for his missile bombardment. When
    you see him shoot a rocket in the air, start watching the ground for the red
    signal that there's incoming and run away.
    Cap and Iron Man are still going at it. As you leave the cutscene, you'll be
    on an elevator. Go down the ramp and blow up a few robots on the platform.
    Break open a pipe on the east side of the platform for a Dossier. Go west
    along the catwalk until you reach the arena where Cap and Iron Man are
    fighting. You only need to land one good Fusion on Iron Man. Get him down to
    about 66% health and he leaves and Mr. Fantastic leaps in to do battle.
    Reed Richards has some range to his attacks; but, they're all physical and
    most are easily avoided just by keeping your distance. He is strong, though,
    and trying to go toe-to-toe with him is a mistake. Fortunately, he wimps out
    at 50% health and takes off, so if you can land one Fusion and hit him a few
    more times, you'll wrap up this fight in no time.
    Now it's back outside and more fighting with Iron Man and Mr. Fantastic. The
    most difficult part is when Iron Man flies around the arena, shooting criss-
    crossing pulsar beams. They come so fast they almost form a grid over the area
    and it's hard to avoid them. Furthermore, while he's doing this, you can't hit
    him. Make sure you don't miss your opportunities to hit him with a Fusion
    whenever he lands.
    Furthermore, Mr. Fantastic joins in on Iron Man's side, so you've got his
    fists to worry about as well. Overall, you're best off taking out Reed first
    and just dodging anything Tony throws your way. Once Mr. Fantastic is down,
    concentrate on Stark. When he reaches 25% health, he crashes the whole arena
    into the room below. On the plus side, he won't be flying around any longer.
    Finish him off with a Fusion.
    From here to the end, the game plays the same so you can switch back to using
    the Pro-Registration walkthrough. There are only minor differences in
    conversations; but, nothing game-changing. Note that, even though there are no
    significant differences in the game from this point, you still have to keep
    playing to the end to earn the "I'm With Captain America" trophy/achievement.
                                   4      CHARACTERS
    Characters are defined by three sets of statistics:
    *      Powers: active attacks or defensives that must be activated and cost
           Stamina to use
    *      Abilites: passive boosts that affect your character or the entire
           team; once purchased, abilities are always in use
    *      Attributes: statistics that define your character
    4.1.1  POWERS
    Every character has four Powers. Each Power is activated by pressing the
    Powers button (R2 for PS3 or RT for 360) and a corresponding face button. A
    hero's first Power is mapped to the X/A button; the second is mapped to the
    Circle/B button; the third is mapped to the Square/X button; and, the fourth
    is mapped to the Triangle/Y button. Every Power has 15 ranks; as a Power
    increases in rank, some enhancements are earned.
    To increase a Power's rank, you must spend Power points. A hero earns 1 Power
    point each time her or she increases in level. There are also some bonus Power
    Pips on various maps that grant an additional Power point to the hero who
    collects it. All heroes begin with one rank in the first and second Power. The
    third Power is locked until 5th level. The fourth Power is locked until 10th
    level. Additional ranks in each Power are locked until the hero reaches a
    specific level. Since maximum level in Marvel Ultimate Alliance 2 is 60, each
    hero can earn enough points to increase all four Powers to max (15th) rank.
    Each hero defaults to having Autospend ON. Autospend allows the game's AI to
    assign Power points and Ability points to purchasing ranks every time they are
    available. The basic design of the AI is to keep every available Power and
    Ability balanced. If you wish to assign points yourself, you can turn
    Autospend OFF; however, it will be turned back ON if you ever remove the hero
    from your team. To re-assign points already spent by Autospend, press the
    Square/X button on the Powers/Abilities screen to remove points from one Power
    or Ability and then add them to another.
    4.1.2  ABILITIES
    Every hero has six Abilities. Abilities are always active once you buy ranks.
    Abilities have 15 ranks and each rank costs an escalating number of Ability
    points. Ability points are earned from completing missions, defeating foes and
    breaking open containers. Ranks in Abilities can be purchased at any time once
    the Ability is unlocked and you can continue to purchase Ability ranks even
    after reaching the maximum of 60th level.
    Ability ranks all cost the same:
    *      Rank 1 - 500 points
    *      Rank 2 - 500 points
    *      Rank 3 - 1,200 points
    *      Rank 4 - 2,350 points
    *      Rank 5 - 4,000 points
    *      Rank 6 - 6,200 points
    *      Rank 7 - 9,700 points
    *      Rank 8 - 16,700 points
    *      Rank 9 - 29,200 points
    *      Rank 10 - 49,250 points
    *      Rank 11 - 74,300 points
    *      Rank 12 - 104,350 points
    *      Rank 13 - 139,400 points
    *      Rank 14 - 179,450 points
    *      Rank 15 - 224,500 points
    Of a hero's six Abilities, two are general and available for purchase
    immediately; and, the other four are linked to the player's choice of Pro-
    Registration or Anti-Registration. Iron Man, Mr. Fantastic and Songbird all
    have four Abilities linked to choosing Pro-Reg. Captain America, Luke Cage and
    Iron Fist all have four Abilities linked to choosing Anti-Reg. All other
    heroes have two Abilities linked to Pro-Reg and two linked to Anti-Reg. If you
    complete a regular game and a Legendary+ game and make a different choice for
    each one, you will unlock and be able to upgrade all six Abilities for every
    Each hero defaults to having Autospend ON. Autospend allows the game's AI to
    assign Power points and Ability points to purchasing ranks every time they are
    available. The basic design of the AI is to keep every available Power and
    Ability balanced. If you wish to assign points yourself, you can turn
    Autospend OFF; however, it will be turned back ON if you ever remove the hero
    from your team. To re-assign points already spent by Autospend, press the
    Square/X button on the Powers/Abilities screen to remove points from one Power
    or Ability and then add them to another.
    4.1.3  ATTRIBUTES
    *      Strike: affects damage of melee attacks
    *      Teamwork: affects Fusion damage and how much health you'll have after
           being revived
    *      Body: affects max Health
    *      Focus: affects max Stamina and Stamina regeneration
    *      Level: each time you gain a level, you receive one point to spend on
           Powers and additional points in Strike, Teamwork, Body and Focus
    *      Experience (or XP): amount of experience your character has
           accumulated, accumulate enough XP and you will level up
    *      Hit Points: how much damage the character can take before "fainting"
    *      Stamina: using Powers requires Stamina, Stamina regenerates with time
           as long as you are on the ground (i.e. not flying)
    Every hero receives additional points in Strike, Teamwork, Body, and Focus at
    each level up. However, you have no control over the point distribution to
    these Attributes. Experience is earned for completing missions and defeating
    foes. At pre-determined XP totals, your character will increase in level and
    receive a Power point and additional points in your four main Attributes.
    Hit Points (or HP) increase as your Body Attribute increases. Stamina
    increases as your Focus increases. You can increase Attributes by collecting
    Upgrade tokens on various maps. There are also numerous Boosts that increase
    Attributes for your entire team as long as the Boost is equipped.
    The maximum base score for any of the core Attributes (Strike, Teamwork, Body
    and Focus) is 50. All heroes will reach that max in all four Attributes by the
    maximum level of 60, which usually happens about 75% of the way through a
    Legendary game. Equipped Boosts, hero Abilities and collected Upgrade Tokens
    can push any Attribute well beyond 50 points. In the hero descriptions below
    you will see the base Attributes score for each hero as level 2 (the earliest
    you will be able to use most heroes) and level 30 or 31 (the typical level at
    which you begin a Legendary game or Legendary+ game). This will give you an
    idea of how the hero's Attributes progress during the game.
    4.1.4  HEROIC DEEDS
    Every character has three Heroic Deeds he or she can complete. Two of these
    "mini-missions" earn Boosts; one earns an additional costume. (With the
    exception of one character who does not have an alternate costume.) All three
    Heroic Deeds earn Dossiers and Concept Art. In order to complete the Deeds you
    must be controlling the character; OR, the character must be joined with you
    in a Fusion. For example, if you are playing Jean Grey and initiate a Fusion
    with Iceman, any kills made by the Fusion count for both Iceman and Jean Grey.
    Some deeds can only be completed after choosing Pro-Reg or Anti-Reg. If you
    play a Legendary+ game, you can continue working on Heroic Deeds of characters
    from your previous game; and, you will unlock Heroic Deeds of other characters
    if you make a different Choice.
    For example, in your first game you choose Anti-Reg; but, by the end of the
    game, you still have not controlled Captain America for 50 kills. You can
    still get those kills at any time in your Legendary+ game. Further, after
    choosing Pro-Reg in your Legendary+ game, you can get Iron Man's 50 kills as
    You can complete Heroic Deeds using simulator missions or replaying old maps.
    This is sometimes the easiest way to complete the Deed. For example, you can
    get the "Lead team for a whole map" Deed just by replaying an HQ map and
    immediately going to the "Next Mission" console to end the replay.
    To check the status of your Heroic Deeds for any character, open the game menu
    (START), scroll over to STATS and select it. Scroll right once to HEROES and
    scroll down to the hero you want to view. Unfinished Deeds begin with "Defeat"
    or "Lead". Finished Deeds begin with "Beat" or "Led."
    As you play you begin to notice how similar the characters are to each other.
    Many characters have some type of "gun" for their first Power and a radial
    blast for their second Power. All the tanks have some type of charge and a
    ground-pounding Power. And, when you start looking through the Abilities, you
    see lots of repetition with most characters having one Attribute-boosting
    Ability and a couple of damage-boosting Abilities. It appears the developer
    was going for "balance" by simply making all the characters little clones of
    each other. Thor's Lightning Rod = Songbird's Shatter Scream = Torch's
    Flamethrower. Still, there are characters that are obviously more powerful
    than others. Or, you could say there are characters that are obviously weaker
    than the others.
    A lot of your like or dislike of a character is going to be tied into how you
    play the game. Do you like to spam Powers? Do you prefer using melee attacks?
    What's your favorite team? Are you more defensive-using block a lot and
    staying back so mobs come to you-or more offensive-running into the middle of
    mobs and letting loose? Do you take your time so you don't trigger lots of
    mobs at once, or rush through, triggering all the enemies in a room? Early in
    the game is a good time to experiment with heroes and get a feel for their
    powers and how they work with your playing style.
    Rating characters, then, becomes a highly subjective and contentious exercise.
    The ratings for characters given below reflect my personal biases and many
    players will have their own favorites. The ratings are on a scale of one to
    five with one (1) being the worst and five (5) being the best. A character
    with a rating of 1 or 2 is going to actually make the game more challenging as
    he or she will die and lot and not do a lot of damage in return. Characters
    with a rating of 4 or 5 are going to make the game a little easier and a
    little more fun as they can cut through mobs more quickly. Also, some
    characters are a lot more effective against bosses than others and this will
    be noted in the commentary for each character.
    You begin the game with four characters: Iron Man, Captain America, Spider Man
    and Wolverine. After defeating your second set of mini-bosses (Scorcher and
    Wizard), you have the opportunity to change your team. Only a few characters
    will be available to you at this first team-change situation. From that point
    on, you can change your team at any point in time.
    There are a couple of rules for changing team members. You cannot change out a
    fallen teammate. Any new teammate brought on board will have the same amount
    of health as the teammate being replaced. This prevents you from using the
    change team ability as a cheap health restorative.
    All characters have four active powers, six passive abilities and eight
    attributes. For most characters, only four of the passive abilities are
    available, two will be locked out based on your choice of Pro or Anti-
    Registration. Powers are listed in control order (PS3/360):
    X/A.Circle/B.Square/X.Triangle/Y. Since you don't have control over character
    attributes and you get most characters after they have leveled up a bit, all
    attributes are listed in the order in which the game assigns points; e.g.,
    Strike, Body, Focus, Teamwork would indicate a character oriented toward
    Flying characters are noted as "Yes, continuous" for characters that remain
    flying until grounded by an attack or by the player or as "Yes, press-and-
    hold" for characters that remain in the air only so long as you hold the Jump
    Wikipedia entry: http://en.wikipedia.org/wiki/Captain_America
    Available: Beginning of the game; Captain America is not available in Act II
    or the first chapter in Act III unless you choose the Anti-Registration side.
    PapaGamer's rating: 2
    Level 3-Strike 10, Teamwork 3, Body 11, Focus 6
    Level 31-Strike 41, Teamwork 31, Body 44, Focus 29
    Shield Throw
    Shield Swipe
    Captain's Dash (Requires level 5)
    Heroic Defense (Requires level 10)
    Field Commander
    Shield Mastery
    Precise Aim (Requires Anti-Reg)
    Conditioning (Requires Anti-Reg)
    Tough as Nails (Requires Anti-Reg)
    Duralumin Armor (Requires Anti-Reg)
    Heroic Deeds
    *      Defeat 3 foes with a single non-Fusion attack (Boost)
    *      Defeat 50 foes after choosing Anti-Reg (Costume)
    *      Lead Secret Avengers for an entire map (Boost)
    Flying? No
    For such a popular character in the comics-and the leader of the anti-
    registration movement-Cap sure did get short-changed by the game developers.
    He's at best an average tank; and, his Powers are weak. Shield Throw, which
    should be his signature move, is nowhere near powerful enough and difficult to
    control when in the air; so, you end up missing as often as hitting. His
    primary benefit is his Heroic Defense buffing power, which can affect the
    entire group. Not a bad choice for an AI companion; but, not a very playable
    4.2.2  DAREDEVIL
    Wikipedia entry: http://en.wikipedia.org/wiki/Daredevil_(Marvel_Comics)
    Available: At the beginning of Latveria: Castle Doom.
    PapaGamer's rating: 1
    Level 2-Strike 9, Teamwork 2, Body 9, Focus 6
    Level 30-Strike 40, Teamwork 30, Body 43, Focus 28
    Baton Whip
    Radial Lash
    Fearless Dive (Requires level 5)
    Binding Bola (Requires level 10)
    Precise Strikes
    Radar Sense
    Weapon Mastery (Requires Pro-Reg)
    Conditioning (Requires Pro-Reg)
    Martial Artist (Requires Anti-Reg)
    Street Justice (Requires Anti-Reg)
    Heroic Deeds
    *      Defeat Bullseye and Molten Man (Boost)
    *      Defeat 50 foes after choosing Pro or Anti (Costume, Dossier, Concept
    *      Defeat 3 foes with a single non-Fusion attack (Boost: Quick Learner)
    Flying? No
    Daredevil has one plus-his Radial Lash trips shielded enemies. This makes him
    very useful when facing shields; otherwise, well, he's not that great. His
    attacks are weak and, while he's built like a tank, he isn't.
    4.2.3  DEADPOOL
    Wikipedia entry: http://en.wikipedia.org/wiki/Deadpool
    Available: After beating the DC: Underground Politics mission.
    PapaGamer's rating: 3
    Level 2-Strike 11, Teamwork 4, Body 11, Focus 8
    Level 30-Strike 40, Teamwork 30, Body 43, Focus 28
    Bullet Barrage!
    A punishing hail of bullets. (Press and hold) to extend.
    Min dmg: 17-19 Wounding (2 hits)
    Max dmg: 67-74 Wounding (2 hits)
    Cost: 9 Stamina
      Pierces foes, striking those behind them (rank 4)
      Bullets explode on contact (rank 7)
    Bouncy Slash!
    Leaps forward for deadly double strike.
    Min dmg: 21-22 Wounding (2 hits)
    Max dmg: 168-186 Wounding (2 hits)
    Cost: 18 Stamina
      Wounds enemies, damaging them over time (rank 4)
      Increased chance of critical hits (rank 7)
      Overcomes foes' wounding resistance (rank 10)
    Tele-Splode! (Requires level 5)
    Quickly teleports, leaving dirty grenades in his wake.
    Min dmg: 21-22 Energy
    Max dmg: 168-186 Energy
    Cost: 18 Stamina
      Slows foes with radioactive poisoning (rank 4)
      Increased area of effect (rank 7)
      Overcomes foes' energy resistance (rank 10)
    Safety Dash! (Requires level 10)
    Runs forward, slashing wildly with his swords.
    Min dmg:
    Max dmg: 168-186 Wounding
    Cost: 27 Stamina
      Increased area of effect (rank 7)
    Healing Factor
    Speeds up hit point regeneration.
    Rank 1: 5 extra hit points every 4.5 seconds
    Rank 15: 19 extra hit points every 4.5 seconds
    Best One Ever!
    All around bonus. It's the best one ever.
    Rank 1: 1 Attribute bonus
    Rank 15: 30 Attribute bonus
    Ultimate Power! (Requires Pro-Reg)
    Raises damage for all power attacks.
    Rank 1: 2% extra power damage
    Rank 15: 30% extra power damage
    Just Won't Quit! (Requires Pro-Reg)
    Allows more frequent use of powers.
    Rank 1: 1 extra Focus
    Rank 15: 15 extra Focus
    Punchy Punchy! (Requires Anti-Reg)
    Rasies melee attacks damage.
    Rank 1: 1 extra melee damage
    Rank 15: 15 extra melee damage
    Hard to Hit! (Requires Anti-Reg)
    Raises chance to evade incoming attacks.
    Rank 1: 1% chance to evade
    Rank 15: 15% chance to evade
    Heroic Deeds
    *      Defeat 3 foes with a single non-Fusion attack (Boost)
    *      Defeat 50 foes after choosing Pro-Reg (Costume)
    *      Defeat your best buddy, Cable (Boost: Living Weapon)
    Flying? No; but, Deadpool can teleport short distances when you "double-jump."
    Deadpool is very popular; but, that may be more for his mouth than his actual
    usefulness. The biggest plusses to using Deadpool are his ability to teleport
    out of crowds and his healing factor-both of these allow you to extricate
    yourself from sticky situations and refresh yourself before rejoining the
    fray. Beyond that, though, his Powers are pretty average and he doesn't really
    offer anything as a melee-focused character until you're able to buy the final
    rank of "Best One Ever!" and get that +30 to all his Attributes. At that
    point, Deadpool rises from a "3" to at least a "4."
    4.2.4  GAMBIT
    Wikipedia entry: http://en.wikipedia.org/wiki/Gambit_(comics)
    Available: At the beginning of Latveria: Castle Doom.
    PapaGamer's rating: 3
    Level 2-Strike 12, Teamwork 3, Body 9, Focus 7
    Level 30-Strike 34, Teamwork 39, Body 34, Focus 49
    Card Barrage
    Radial Staff
    Explosive Hand (Requires level 5)
    52 Card Pickup (Requires level 10)
    Charged Staff
    Object Charging
    Energy Mastery
    Cajun Luck
    Precise Aim
    Heroic Deeds
    *      Defeat 5 foes with a single non-Fusion attack (Boost)
    *      Defeat 50 foes after choosing Pro or Anti (Costume)
    *      Perform 5 high scoring Fusions with Storm (Boost: Kinetic Melee)
    Flying? No
    Since Gambit is unlocked early in the game, he may quickly become a favorite.
    His Powers are very similar to Jean Grey's; and, before you unlock Jean, he's
    probably a must for any team. However, once you do unlock Jean, Gambit is less
    useful. His ability to charge thrown objects for extra damage isn't great
    unless your playstyle allows you the luxury of grabbing objects and throwing
    them. For the most part, miscellaneous objects on the battlefield get blown up
    within the first ten seconds and there's nothing left to throw. Radial Staff
    is a good mob-clearing power to build up and Explosive Hand is by far his most
    useful Power. He's very good as a Fusion partner with his high Teamwork score
    and nice variety of Fusion types.
    4.2.5  GREEN GOBLIN
    Wikipedia entry: http://en.wikipedia.org/wiki/Green_Goblin
    Available: After you defeat him in Black Panther's palace in Act III.
    PapaGamer's rating: 4
    Level 2-Strike 6, Teamwork 3, Body 7, Focus 15
    Level 30-Strike 28, Teamwork 39, Body 33, Focus 50
    Pumpkin Bombs
    A volley of explosives, (Rapid tap) to extend
    Base Dmg (2 hits): 21-22 Impact
    Max Dmg (2 hits):
    Cost: 18 Stamina
      4 bombs (rank 4)
      6 bombs (rank 7)
      Overcomes impact resistance (Rank 10)
    Gas Attack
    Homing Swarm (Requires level 5)
    Napalm Strike (Requires level 10)
    Glider Upgrade
    Sadistic Glee
    Manic Madman (Requires Pro-Reg)
    Gadget Mastery (Requires Pro-Reg)
    Goblin Formula (Requires Anti-Reg)
    Hard to Kill (Requires Anti-Reg)
    Heroic Deeds
    *      Defeat 5 foes with a single non-Fusion attack (Boost)
    *      Lead the Thunderbolts for an entire map (Boost)
    *      Defeat 50 foes (Costume)
    Flying? Yes, continuous
    Gobby on his glider positively owns groups of regular mobs and lesser bosses.
    When flying on his glider (double Jump-you do not have to hold down the Jump
    key), you can fire a machine gun (X/A) or a rocket (Circle/B). The machine gun
    mows through riff-raff like a hot knife through butter.
    Don't get TOO excited. Using the glider's weapons costs Stamina and while
    flying, Gobby can't regain Stamina; so, either you have to load up on Stamina-
    enhancing Boosts or ground the Goblin once in a while. And, on foot, Green
    Goblin sucks. He sucks bad.
    Still, once you have, say Reserves IV and Draining III, Goblin can fire his
    machine gun constantly for a long, long time. As long as you can keep him on
    it (i.e. avoid getting shot), you can slice-and-dice mobs very easily-even at
    Legendary Difficulty. On foot, Pumpkin Bombs and Napalm Strike will be your
    primary weapons; so, build them up.
    4.2.6  HULK
    Wikipedia entry: http://en.wikipedia.org/wiki/Hulk_(comics)
    Available: Find five (5) Gamma Regulators scattered on various maps.
    PapaGamer's rating: 4
    Level 2-Strike 10, Teamwork 2, Body 19, Focus 6
    Level 30-Strike 46, Teamwork 24, Body 49, Focus 28
    Raging Smash
    Thunder Clap
    Dashing Tackle (Requires level 5)
    Gamma Roar (Requires level 10)
    Unbridled Might
    Monstrous Form
    Rage Unleashed (Requires Pro-Reg)
    Survival Instinct (Requires Pro-Reg)
    Furious Fists (Requires Anti-Reg)
    Impervious body (Requires Anti-Reg)
    Heroic Deeds
    *      Defeat 3 foes with a single non-Fusion attack (Boost)
    *      Defeat 50 foes (Costume)
    *      Defeat Moonstone and A-Bomb (Boost)
    Flying? No
    Hulk is one of the better tanks in the game. He has the requisite charge,
    ground pound and area-of-effect Powers; what really sets him apart is his
    debuff, Gamma Rorar. By first reducing mobs' resistance, Hulk's Powers are
    that much more effective. You can also clear a room quickly by just pounding
    the ground with Raging Smash, keeping foes off their feet (not to mention off
    your back) as well as damaging them. Build up Raging Smash and Gamma Roar
    first and boost his Focus so you can spam his Powers. Dashing Tackle is a
    decent boss-killer, so keep that one leveled up as well.
    4.2.7  HUMAN TORCH
    Wikipedia entry: http://en.wikipedia.org/wiki/Human_Torch
    Available: At the beginning of Latveria: Castle Doom.
    PapaGamer's rating: 5
    Level 2-Strike 6, Teamwork 3, Body 7, Focus 21
    Level 30-Strike 30, Teamwork 39, Body 33, Focus 50
    Fireball Barrage
    Radial Blaze
    Fire Pillar (Requires level 5)
    Flame Thrower (Requires level 10)
    Fists of Fire
    Flame Mastery (Requires Pro-Reg)
    Plasma Field (Requires Pro-Reg)
    First Family (Requires Anti-Reg)
    Hand-to-Hand (Requires Anti-Reg)
    Heroic Deeds
    *      Defeat 50 foes after choosing Anti-Reg (Costume)
    *      Perform 5 high scoring Fusions with Thing (Boost: Hot Head)
    *      Defeat 3 foes with one non-Fusion attack (Boost)
    Flying? Yes, continuous
    Fire Pillar and Flame Thrower are two of the more destructive Powers in the
    game. Pillar is good at keeping mobs off your back while Flame Thrower is a
    boss-killer (unless the boss is resistant to fire, then you're out of luck). A
    high Teamwork score makes him good as a Fusion partner and his first and
    second Powers are better than some others-Fireball Barrage seems to hit more
    often than other "bullet" Powers.
    4.2.8  ICEMAN
    Wikipedia entry: http://en.wikipedia.org/wiki/Iceman_(comics)
    Available: At the beginning of Latveria: Castle Doom.
    PapaGamer's rating: 4
    Level 2-Strike 6, Teamwork 3, Body 7, Focus 18
    Level 31-Strike 29, Teamwork 40, Body 33, Focus 50
    Frost Barrage
    Ice Pillar
    Freeze Beam (Requires level 5)
    Spiked Punch (Requires level 10)
    Precise Aim
    Ice Mastery (Requires Pro-Reg)
    Ice Armor (Requires Pro-Reg)
    Uncanny X-Man (Requires Anti-Reg)
    Fists of Frost (Requires Anti-Reg)
    Heroic Deeds
    *      Defeat 50 frozen foes (Boost)
    *      Defeat 50 foes after choosing Pro or Anti (Costume)
    *      Perform 5 high scoring Fusions with Spider-Man (Boost)
    Flying? Yes, press-and-hold
    What keeps Iceman from the ranks of the truly great in this game is the lack
    of a true boss-killer Power and the need to keep the Jump button pressed just
    to "fly." Ice Pillar and Freeze Beam are his two best Powers; so, keep those
    leveled up and boost his Focus so he can spam Powers.
    Wikipedia entry: http://en.wikipedia.org/wiki/Invisible_Woman
    Available: At the beginning of Latveria: Castle Doom.
    PapaGamer's rating: 4
    Level 2-Strike 3, Teamwork 6, Body 7, Focus 21
    Level 31-Strike 26, Teamwork 43, Body 33, Focus 50
    Kinetic Sphere
    Binding Field
    Crushing Force (Requires level 5)
    Invisible Mine (Requires level 10)
    First Family
    Force Mastery (Requires Pro-Reg)
    Combat Rush (Requires Pro-Reg)
    Crushing Strikes (Requires Anti-Reg)
    Precise Aim (Requires Anti-Reg)
    Heroic Deeds
    *      Defeat 5 foes with a single non-Fusion attack (Boost)
    *      Defeat 50 foes after choosing Anti-Reg (Costume)
    *      Perform 5 high scoring Fusions with Mr. Fantastic (Boost: Fantastic
    Flying? Yes, continuous
    Think of Sue Storm as Jean Grey light. While their Powers are not mirror-
    images, they have the same basic usefulness-clearing a room and adding huge
    damage to Fusions with a high Teamwork score. Pairing Sue and Jean on the
    Femmes Fatales team is almost unfair to the mobs you face. Of her Powers,
    Crushing Force and Invisible Mine are the ones to keep leveled up the highest
    and boost her Teamwork and Focus.
    4.2.10 IRON FIST
    Wikipedia entry: http://en.wikipedia.org/wiki/Iron_Fist_(comics)
    Available: After choosing Anti-Registration; or, after the first chapter of
    Act III if you choose Pro-Registration.
    PapaGamer's rating: 3
    Level 2-Strike 9, Teamwork 2, Body 9, Focus 9
    Level 31-Strike 41, Teamwork 31, Body 44, Focus 29
    Dragon Fist
    Radial Palm
    Eagle's Dive (Requires level 5)
    Healing Hand (Requires level 10)
    Precise Strikes
    Focused Chi
    Martial Artist (Requires Anti-Reg)
    Hero for Hire (Requires Anti-Reg)
    Fists of Iron (Requires Anti-Reg)
    Agile Technique (Requires Anti-Reg)
    Heroic Deeds
    *      Use Healing Hand 100 times (Boost)
    *      Defeat 50 foes after choosing Anti-Reg (Costume)
    *      Perform 5 high scoring Fusions with Luke Cage (Boost)
    Flying? No
    Iron Fist rates a "3" for two reasons: Dragon Fist cuts through shielded
    enemies and Healing Hand is extremely useful keeping your team alive. For
    those reasons, you may want to have him tagging along as an AI companion;
    however, he's definitely weak as the main character. Despite his higher Body
    score, he tends to take damage in big chunks and you're forced to use Healing
    Hand more than you would like. Keeping him as an AI player keeps the mobs from
    focusing their ire on him and makes him the "team doctor" for when you're in
    trouble and lacking in Health Tokens.
    4.2.11 IRON MAN
    Wikipedia entry: http://en.wikipedia.org/wiki/Iron_Man
    Available: Beginning of the game; Iron Man is only available in Act II and the
    first chapter of Act III if you choose Pro-Registration.
    PapaGamer's rating: 1
    Level 3-Strike 8, Teamwork 4, Body 9, Focus 14
    Level 31-Strike 31, Teamwork 40, Body 35, Focus 50
    Pulse Barrage
    Concussive bolts pummel foes. (Rapid tap) to extend.
    Radial Pulse
    Concussive burst knocks foes back.
    Rocket Punch (Requires level 5)
    Delivers a repulsor-powered punch.
    Unibeam (Requires level 10)
    (Press and hold) Generates a charged plasma blast.
    Chief Executive
    Overdrive (Requires Pro-Reg)
    Crushing Strikes (Requires Pro-Reg)
    Armor Upgrade (Requires Pro-Reg)
    Adaptive Defense (Requires Pro-Reg)
    Heroic Deeds
    *      Defeat 3 foes with one non-Fusion attack (Boost)
    *      Defeat 50 foes after choosing Pro-Reg (Costume)
    *      Lead Pro-Registration heroes for an entire map (Boost)
    Flying? Yes, continuous
    It's almost as if the developers, knowing you would be denied the use of Cap
    or Iron Man for half the game, made them wimps just so you wouldn't miss
    having them around. Let's just say that Iron Man is focused on using Powers
    and those Powers are weak and leave it at that. And leave Iron Man back at HQ
    whenever you head out.
    4.2.12 JEAN GREY
    Wikipedia entry: http://en.wikipedia.org/wiki/Jean_Grey
    Available: Find five (5) M'Kraan Fragments scattered on various maps
    PapaGamer's rating: 5
    Level 2-Strike 5, Teamwork 9, Body 7, Focus 13
    Level 33-Strike 30, Teamwork 48, Body 38, Focus 50
    Telekinetic Grip
    Restraining Wave
    Pyrokine Blast (Requires level 5)
    Phoenix's Fury (Requires level 10)
    Uncanny X-Man
    Psionic Mastery (Requires Pro-Reg)
    Combat Rush (Requires Pro-Reg)
    Fiery Strikes (Requires Anti-Reg)
    No Mercy (Requires Anti-Reg)
    Heroic Deeds
    *      Defeat 50 foes (Costume)
    *      Defeat 5 foes with one non-Fusion attack (Boost)
    *      Perform 5 high scoring Fusions with Wolverine (Boost)
    Flying? Yes, continuous
    Remember the scene at the end of X-Men 3: Last Stand where Jean Grey (as
    Phoenix) incinerates an entire army? That is what you'll think of Jean when
    you first unlock her-able to blast through whole armies single-handedly. The
    euphoria doesn't last; as the game progresses, Jean's weaknesses begin to
    shine through. For one, she doesn't have a single-target attack that works
    well against the strong minions and mini-bosses. All her best attacks are area-
    of-effect blasts. Also, she can't take much punishment and will eat Health
    Despite those problems, you may have a hard time giving her up. Her Pyrokine
    Blast has great range and affects enemies in a wide arc (~100-120 degrees) in
    front of her and knocks them back. That same power can blow up huge numbers of
    health containers, providing a fairly constant stream of red orbs to your
    party. Add that PkB is a quick-firing blast and you have a real winner. Build
    up Pyrokine Blast (all her other Powers are really rather weak) and Abilities
    that boost Focus and Powers/fire damage.
    Add in her ability to self-resurrect (which doesn't count as a "revival" for
    those awards) and her high Teamwork score-making her an excellent partner for
    any kind of Fusion-and Jean is a nearly indispensible hero on your team.
    4.2.13 LUKE CAGE
    Wikipedia entry: http://en.wikipedia.org/wiki/Luke_Cage
    Available: At the beginning of Latveria: Castle Doom. Luke is only available
    in Act II and the first chapter of Act III if you choose Anti-Registration.
    PapaGamer's rating: 2
    Level 2-Strike 9, Teamwork 2, Body 13, Focus 6
    Level 30-Strike 37, Teamwork 30, Body 50, Focus 31
    Knockout Flurry
    Ground Pummel
    Chain Strike (Requires level 5)
    Throw Down (Requires level 10)
    Unbreakable Skin
    Street Fighting
    Team Leader (Requires Anti-Reg)
    Precise Blows (Requires Anti-Reg)
    Hard as Titanium (Requires Anti-Reg)
    Conditioning (Requires Anti-Reg)
    Heroic Deeds
    *      Defeat 50 foes after choosing Anti-Reg (Costume)
    *      Lead the New Avengers for an entire map (Boost)
    *      Use Throw Down 100 times (Boost)
    Flying? No
    Chain Strike is pretty good, everything else is average or worse. You'll
    likely only play as Cage long enough to complete his Heroic Deeds and that's
    4.2.14 MR. FANTASTIC
    Wikipedia entry: http://en.wikipedia.org/wiki/Mister_Fantastic
    Available: At the beginning of Latveria: Castle Doom. Mr. Fantastic is only
    available in Act II and the first chapter of Act III if you choose Pro-
    PapaGamer's rating: 3
    Level 2-Strike 9, Teamwork 2, Body 9, Focus 12
    Level 30-Strike 40, Teamwork 30, Body 43, Focus 28
    Dashing Wheel
    Windmill Spin
    Extending Strike (Requires level 5)
    Elastic Smash (Requires level 10)
    Malleable Body
    Family Man (Requires Pro-Reg)
    Elastic Mastery (Requires Pro-Reg)
    Precise Strikes (Requires Pro-Reg)
    Bounce Back (Requires Pro-Reg)
    Heroic Deeds
    *      Lead the Fantastic Four for an entire map (Boost)
    *      Defeat 50 foes after choosing Pro-Reg (Costume)
    *      Defeat 3 foes with one non-Fusion attack (Boost: Malleable)
    Flying? No
    For an egghead, Reed Richards is pretty tough. Unfortunately, he's tougher as
    an opponent on the Anti-Reg side than he is as a playable character. His big
    bonus is a decent Teamwork score that can be boosted with the Family Man
    Ability. This makes him aces at Fusions and he has a nice variety of them as
    well. His Windmill Spin and Extending Strike are his best Powers, so level
    them up and use him with the rest of the Fantastic Four so you can use
    Fusions. Lots and lots of Fusions.
    4.2.15 MS. MARVEL
    Wikipedia entry: http://en.wikipedia.org/wiki/Ms._Marvel
    Available: After beating the New York City: Missing Marvel mission.
    PapaGamer's rating: 3
    Level 2-Strike 9, Teamwork 2, Body 9, Focus 6
    Level 31-Strike 41, Teamwork 31, Body 45, Focus 29
    Warp Punch
    Cosmic Slam
    Radiant Beam (Requires level 5)
    Photon Orbs (Requires level 10)
    Stellar Might
    Absorb Energy
    Photon Mastery (Requires Pro-Reg)
    Conditioning (Requires Pro-Reg)
    Cosmic Form (Requires Anti-Reg)
    Impervious Body (Requires Anti-Reg)
    Heroic Deeds
    *      Defeat 50 foes after choosing Pro-Reg (Costume)
    *      Lead the Femmes Fatales for an entire map (Boost)
    *      Defeat 3 foes with one non-Fusion attack (Boost)
    Flying? Yes, continuous
    Ms. Marvel is the token female tank. There are better tanks in the game; but,
    if you feel like you need a tank on, say, Femme Fatales, she's your girl. Her
    big bonus is resistance, which helps her stay alive, which she needs because
    she's not that great at taking out mobs quickly.
    4.2.16 NICK FURY
    Wikipedia entry: http://en.wikipedia.org/wiki/Nick_Fury
    Available: After beating the game.
    PapaGamer's rating: 5
    Level 2-Strike 9, Teamwork 2, Body 11, Focus 10
    Level 30-Strike 40, Teamwork 30, Body 43, Focus 28
    Lightning Bolt
    Bioelectric Blast
    Monstrous Rush (Requires level 5)
    Plasma Volley (Requires level 10)
    Summoned Might
    Healing Factor
    Adaptive Defense
    Nanite Mastery
    Nano Armor
    Survival Instinct
    Heroic Deeds
    *      Defeat Captain America on Legendary (Boost & Art)
    *      Defeat 5 foes with a single non-Fusion attack (Boost & Art)
    *      Defeat Iron Man on Legendary (Boost & Art)
    Flying? Yes, continuous
    It's a good thing you don't get Fury until you've beat the game once. He's
    frighteningly overpowered because he has so many different ways to hurt you.
    If mobs are resistant to one of his attacks, he can just use a different one.
    He's very good a clearing rooms and killing bosses, so what's not to love?
    4.2.17 PENANCE
    Wikipedia entry: http://en.wikipedia.org/wiki/Robbie_Baldwin
    Available: After beating the Prison: Jail Break-In mission.
    PapaGamer's rating: 1
    Level 2-Strike 6, Teamwork 3, Body 9, Focus 13
    Level 30-Strike 28, Teamwork 39, Body 34, Focus 50
    Kinetic Bolt
    Generates a kinetic energy blast
    Radial Wrath
    (Press and hold) Chaotic blast explodes outwards
    Agony Storm (Requires level 5)
    Uncontrolled projectiles rain down on foes
    Reflect Pain (Requires level 10)
    Reflexively damages foes who cause him pain
    Raises damage when low on hit points
    Bring the Pain
    Gains Stamina when hit by a foe
    Kinetic Mastery (Requires Pro-Reg)
    Adds energy damage to all attacks
    Survivor Guilt (Requires Pro-Reg)
    Allows more frequent use of powers
    Kinetic Fists (Requires Anti-Reg)
    Adds energy damage to melee attacks
    Chaotic Aim (Requires Anti-Reg)
    Raises chance of inflicting critical power hits
    Heroic Deeds
    *      Defeat 5 foes with a single non-Fusion attack (Boost)
    *      Defeat 50 foes (Costume)
    *      Take damage 612 times (Boost)
    Flying? No
    Penance was apparently put in the game because he's important to the Civil War
    story line. You shouldn't feel guilty never playing as him.
    4.2.18 SONGBIRD
    Wikipedia entry: http://en.wikipedia.org/wiki/Songbird_(comics)
    Available: After you choose Pro-Registration; or, after the first chapter of
    Act III if you choose Anti-Registration.
    PapaGamer's rating: 5
    Level 2-Strike 6, Teamwork 3, Body 7, Focus 15
    Level 31-Strike 29, Teamwork 43, Body 33, Focus 50
    Decibel Barrage
    Stream of solid sound bolts. (Rapid tap) to extend.
    Piercing Bolt
    A sonic blast flies towards foes.
    Sonic Pillar (Requires level 5)
    Deafening burst of sound knocks foes upwards.
    Shatter Scream (Requires Level 10)
    (Press and hold) Waves of sound wash over foes.
    Sonic Mastery
    Combat Rush
    Team Leader (Requires Pro-Reg)
    Concentration (Requires Pro-Reg)
    Hand-to-Hand (Requires Pro-Reg)
    Resiliency (Requires Pro-Reg)
    Heroic Deeds
    *      Defeat 50 foes after choosing Pro-Reg (Costume)
    *      Defeat Moonstone (Boost)
    *      Defeat 3 foes with a single non-Fusion attack (Boost)
    Flying? Yes, continuous
    I'll freely admit I once described Songbird as "weak." That was before the
    awesomeness of Shatter Scream had really become apparent. That and Piercing
    Bolt are her only really useful Powers, so keep them leveled up. Shatter
    Scream is a boss killer on par with Thor's Lightning Rod and her high Teamwork
    score makes her an excellent Fusion partner. Combine her with Goblin on
    Thunderbolts (+5% damage) and you've got a great one-two punch. Too bad you
    have to drag Penance and Venom along on that team.
    4.2.19 SPIDER-MAN
    Wikipedia entry: http://en.wikipedia.org/wiki/Spider-Man
    Available: Beginning of the game.
    PapaGamer's rating: 3
    Level 3-Strike 10, Teamwork 3, Body 11, Focus 8
    Level 30-Strike 40, Teamwork 30, Body 43, Focus 28
    Web Barrage
    Fire a stream of web bullets. (Rapid tap) to extend.
    Min dmg: 17-19 Impact (2 hits)
    Max dmg: 67-74 Impact (2 hits)
    Cost: 12 Stamina
      Increased area of effect on impact (rank 4)
      Increased stun duration (rank 7)
    Web Mace
    Swings and slams a heavy ball of webbing.
    Min dmg: 31-33 Impact (2 hits)
    Max dmg: 653-722 Impact (2 hits)
    Cost: 32 Stamina
      Knocks down foes (rank 4)
      Overcomes foes' impact resistance (rank 7)
    Web Dive (Requires level 5)
    Uses a web-line to slam into foes.
    Min dmg: 21-22 Impact
    Max dmg: 174-193 Impact
    Cost: 15 Stamina
      Increase area of effect (rank 4)
      Stuns foes (rank 7)
      Overcomes foes' impact resistance (rank 10)
    Web Yank (Requires level 10)
    Pulls a single foe in for a precision strike.
    Min dmg:
    Max dmg: 333-369 Impact
    Cost: 27 Stamina
      Increased chance of critical hits (rank 4)
      Increased area of effect (rank 7)
      Greatly increased chance of critical hits (rank 10)
    Spider Sense
    Raises chance to evade incoming attacks.
    Rank 1: 2% chance to evade
    Rank 15: 30% chance to evade
    Allows more frequent use of powers.
    Rank 1: 1 extra Focus
    Rank 15: 15 extra Focus
    Web Mastery (Requires Pro-Reg)
    Raises damage for all power attacks.
    Rank 1:1% extra power damage
    Rank 15: 15% extra power damage
    Lively Fighter (Requires Pro-Reg)
    Rasies melee attacks damage.
    Rank 1: 1 extra melee damage
    Rank 15: 15 extra melee damage
    Hard to Squash (Requires Anti-Reg)
    Raises maximum hit points
    Rank 1: 1 extra Body
    Rank 15: 8 extra Body
    Spider Reflex (Requires Anti-Reg)
    Raises chance of inflicting critical hits
    Rank 1:1% chance for critical hits
    Rank 15: 15% chance for critical hits
    Heroic Deeds
    *      Defeat 50 foes with Web Yank (Boost: Clever Fighter)
    *      Defeat 50 foes after choosing Pro-Reg (Costume)
    *      Perform 5 high scoring Fusions with Human Torch (Boost: Hard to Hit)
    Flying? Yes, press-and-hold
    Spidey can Web Yank shields off mini-bosses from a distance and his Web Mace
    is incredibly destructive; but, that's about all he has going for him. He's a
    little light for a tank and Web Mace doesn't clear as well as other radial
    4.2.20 STORM
    Wikipedia entry: http://en.wikipedia.org/wiki/Storm_(Marvel_Comics)
    Available: At the beginning of Latveria: Castle Doom.
    PapaGamer's rating: 4
    Level 2-Strike 6, Teamwork 3, Body 7, Focus 21
    Level 32-Strike 30, Teamwork 42, Body 35, Focus 50
    Lightning Strike
    Gale Force
    Funnel Cloud (Requires level 5)
    Hail Storm (Requires level 10)
    Electric Fists
    Weather Mastery (Requires Pro-Reg)
    Precise Aim (Requires Pro-Reg)
    Team Leader (Requires Anti-Reg)
    Combat Rush (Requires Anti-Reg)
    Heroic Deeds
    *      Defeat 50 foes after choosing Pro or Anti (Costume)
    *      Lead the X-Men for an entire map (Boost)
    *      Defeat 3 foes with on non-Fusion attack (Boost)
    Flying? Yes, continuous
    Storm doesn't quite approach the status she had in previous iterations in this
    series (especially X-Men Legends); but, she is strong. The big negative is
    actually her clearing Power, Gale Force, which clears a little TOO well. It
    throws mobs quite a distance without doing a whole lot of damage. This is OK
    if you're on a high point and enemies are being thrown to their deaths.when
    they're just getting to their feet again-now too far to reach with anything
    else-it's a bit of a problem. Her high Teamwork makes her a good choice for
    Fusion attacks; but, she lacks a good boss-killer Power of her own.
    4.2.21 THING
    Wikipedia entry: http://en.wikipedia.org/wiki/Thing_(comics)
    Available: At the beginning of Latveria: Castle Doom.
    PapaGamer's rating: 4
    Level 2-Strike 9, Teamwork 2, Body 13, Focus 6
    Level 30-Strike 38, Teamwork 30, Body 50, Focus 31
    Jump n' Slam
    Concussive Clap
    Dash n' Bash (Requires level 5)
    Clobberin' Time (Requires level 10)
    Fantastic Might
    Rock-Like Skin
    Conditioning (Requires Pro-Reg)
    Street Fighting (Requires Pro-Reg)
    Hard as Stone (Requires Anti-Reg)
    First Family (Requires Anti-Reg)
    Heroic Deeds
    *      Use Clobberin' Time 100 times (Boost)
    *      Defeat 50 foes after choosing Pro or Anti (Costume)
    *      Perform 5 high scoring Fusions with Invisible Woman (Boost)
    Flying? No
    Thing is a good tank and would get a higher rating if he didn't disappear for
    a good bit of the mid-game. (He's unavailable from the beginning of Act II
    until midway through Chapter 2 of the Act when he finally makes up his mind to
    join you.Wishy-washy.) Dash 'n Bash and Clobberin' Time are the Powers you'll
    depend on most. Jump 'n Slam and Concussive Clap can briefly clear mobs; but,
    you'll want to use Dash to get out of a swarm. Thing is most effective against
    bosses and mini-bosses and has a nice set of Fusions-especially with his
    Fantastic Four teammates, which is the best way to play him.
    4.2.22 THOR
    Wikipedia entry: http://en.wikipedia.org/wiki/Thor_(Marvel_Comics)
    Available: Find five (5) Asgardian Runes scattered on various maps.
    PapaGamer's rating: 5
    Level 2-Strike 13, Teamwork 2, Body 16, Focus 6
    Level 31-Strike 50, Teamwork 25, Body 47, Focus 29
    Mjolnir Strike
    Mighty Swipe
    Thunder Smash (Requires level 5)
    Lightning Rod (Requires level 10)
    Asgardian Might
    Godly Endurance
    Belt of Strength (Requires Pro-Reg)
    Divine Vigor (Requires Pro-Reg)
    Thunder Mastery (Requires Anti-Reg)
    Impervious Body (Requires Anti-Reg)
    Heroic Deeds
    *      Defeat 5 foes with a single non-Fusion attack (Boost)
    *      Defeat 50 foes (Costume)
    *      Perform 5 high scoring Fusions with Captain America (Boost)
    Flying? Yes, continuous
    Lightning Rod owns this game. That's all there is to it. Put Thor on the
    Natural Forces team (turn damage into health) and equip a Draining Team Boost
    (turn damage into Stamina) and simply spray Lightning Rod around or aim it at
    a boss and leech health faster than you can say "Thor, son of Odin!" The only
    reason not to use Thor is to make the game more challenging.
    4.2.23 VENOM
    Wikipedia entry: http://en.wikipedia.org/wiki/Venom_(comics)
    Available: After you defeat him in Black Panther's palace in Act III.
    PapaGamer's rating: 2
    Level 2-Strike 11, Teamwork 2, Body 10, Focus 8
    Level 30-Strike 39, Teamwork 30, Body 50, Focus 33
    Tongue Lashing
    Symbiote Burst
    Tendril Yank (Requires level 5)
    Leaping Feast (Requires level 10)
    Alien Might
    Ravenous Hunger
    Vicious Claws (Requires Pro-Reg)
    Survival Instinct (Requires Anti-Reg)
    Symbiote Mastery (Requires Anti-Reg)
    Living Suit (Requires Anti-Reg)
    Heroic Deeds
    *      Use Leaping Feast 100 times (Boost)
    *      Defeat 50 foes (Costume)
    *      Perform 5 high scoring Fusions with Green Goblin
    Flying? No
    Weak. That's the best that can be said about Venom. He avoids a rating of "1"
    only because he can self-heal with his Leaping Feast Power. Other than that,
    he's just an overall disappointment as a hero.
    4.2.24 WOLVERINE
    Wikipedia entry: http://en.wikipedia.org/wiki/Wolverine_(comics)
    Available: Beginning of the game.
    PapaGamer's rating: 4
    Level 2-Strike 9, Teamwork 2, Body 9, Focus 6
    Level 31-Strike 41, Teamwork 31, Body 44, Focus 29
    Lunging Rage
    Whirling Slash
    Dashing Flurry (Requires level 5)
    Claw Kebab (Requires level 10)
    Healing Factor
    Wounding Strikes
    Feral Mastery (Requires Pro-Reg)
    Conditioning (Requires Pro-Reg)
    Savage Fighting (Requires Anti-Reg)
    Precise Strikes (Requires Anti-Reg)
    Heroic Deeds
    *      Defeat 50 foes with Claw Kebab (Boost)
    *      Defeat 50 foes after choosing Anti-Reg (Costume)
    *      Perform 10 high scoring Fastball Special Fusions (Boost)
    Flying? No
    Along with Thing, Wolverine is your best tank early in the game (unless you
    pre-ordered the game and got Juggs). His primary usefulness comes from his
    Healing Factor-you'll want to buy ranks in that as quickly as possible. His
    primary weakness is crowds-he just doesn't have a good swarm-clearing Power.
    Still, he's highly useful for Targeted Fusions and it's easier to keep him
    alive than a lot of other heroes.
    The following characters are available to everyone at the beginning of
    Latveria: Castle Doom; but, they must be purchased from Playstation Store or
    Xbox Live Marketplace.
    4.3.1  JUGGERNAUT
    Wikipedia entry: http://en.wikipedia.org/wiki/Juggernaut_(comics)
    Availability: Juggernaut is only available as a pre-order bonus. If you pre-
    ordered the game and received your Juggernaut code, you can download him from
    the Playstation Store/Xbox Live Marketplace and use him beginning with
    Latveria: Castle Doom.
    PapaGamer's rating: 5
    Level 2-Strike 13, Teamwork 2, Body 10, Focus 6
    Level 31-Strike 50, Teamwork 25, Body 47, Focus 30
    Ramming Dash
    Drop Smash
    Cyttorak Spin (Requires level 5)
    Earth Shaker (Requires level 10)
    Supreme Might
    Destructive Glee
    Mystic Mastery
    Impervious Body
    Armored Fists
    Crimson Armor
    Heroic Deeds
    *      Defeat 5 foes with a single non-fusion attack (Boost)
    *      Defeat 300 foes (Costume)
    *      Use Ramming Dash 100 times (Boost: Unstoppable)
    Flying? No
    Ramming Dash is a Guided Fusion masquerading as a normal Power. 'nuff said. It
    differs from other charge-and-smash tanks because it keeps going and going and
    going. It's a little hard to control; but, you can even use it against
    bosses-just keep running in circles and ramming into them. His other Powers
    are just OK-the Cyttorak Spin is actually too slow and too weak to be a good
    crowd-clearer-but; who cares? If you're not spamming Ramming Dash, you're not
    playing him right.
    4.4    TEAMS
    Putting four specific heroes together will gain you a team bonus. The
    following teams have been identified in Marvel Ultimate Alliance 2 (where more
    than four heroes are listed, any four from the group will give the team
    Agile Warriors: +2 to all Attributes 
    Daredevil, Deadpool, Iron Fist, Spider-Man
    An OK team, especially against shielded 
    enemies since three of the heroes can trip up 
    shields (Daredevil, Spider-Man & Iron Fist). 
    Otherwise, the team is too heavily reliant on 
    physical damage and the team bonus is kind 
    of weak.
    Bruisers: +5 Striking 
    Hulk, Juggernaut, Luke Cage, Thing, Thor, Venom
    If you're strictly into melee, this grouping is 
    fine; but, there's little real benefit in the +5 
    Strike bonus and you get nothing but Clearing 
    Classic Avengers: +15% Max Stamina 
    Captain America, Hulk, Iron Man, Thor
    Thor and Hulk are strong; Iron Man and 
    Cap...not so much. You do get a nice mix of 
    Fusions and, with Thor leading the way, 
    decent firepower. Still, there are better teams.
    Fantastic Four: +35% Fusion Gain 
    Human Torch, Invisible Woman, Mr. Fantastic, Thing
    Surprisingly one of the best teams in the 
    game. Invisible Woman is nearly on par with 
    Jean Grey and Thing is a pretty good tank. 
    Mr. Fantastic is a lot stronger than in the 
    previous game, and Human Torch gives good 
    firepower (pun intended). With the extra 
    Fusions you'll earn, you can burn through 
    boss battles very quickly.
    Femmes Fatales: +5% Damage 
    Invisible Woman, Jean Grey, Ms. Marvel, Songbird, Storm
    Jean Grey and Invisible Woman are 
    extremely strong and Songbird and Storm are 
    only slightly behind. A lack of Targeted 
    Fusions holds this team back; but, at higher 
    levels, Songbird's Shatter Scream is a boss-
    Martial Artists: +5 Striking 
    Daredevil, Deadpool, Iron Fist, Wolverine
    Masters of Energy: +15% Max Health 
    Gambit, Iron Fist, Jean Grey, Ms. Marvel, Nick Fury, Penance
    Natural Forces: 5% Damage Inflicted as Health Gain 
    Human Torch, Iceman, Jean Grey, Storm, Thor
    This team is seriously broken-in a good 
    way. You have the two most powerful heroes 
    in the game (Thor & Jean) along with two 
    very strong heroes (from among Storm, 
    Iceman & Torch). There's a distinct lack of 
    Targeted Fusions; but, who cares? Equip 
    Boosts to increase your Stamina and, with the 
    health regen, Thor can just stand around and 
    pump bosses full of Lightning Bolts until they 
    keel over.
    New Avengers: +10% to All Resistances 
    Iron Fist, Iron Man, Luke Cage, Ms. Marvel, Spider-Man, Wolverine
    Pro-Reg Heroes: +15% Max HP 
    Deadpool, Iron Man, Ms. Marvel, Mr. Fantastic, Songbird, Spider-Man
    Secret Avengers: +3 Teamwork 
    Captain America, Human Torch, Invisible Woman, Iron Fist, Luke Cage,
    Spider-Man, Storm
    Shut Up Already!: +15% Extra Health 
    Deadpool, Human Torch, Iceman, Spider-Man
    Think Tank: +15% Max HP 
    Green Goblin, Hulk, Iron Man, Mr. Fantastic, Spider-Man
    Thunderbolts: +5% Damage 
    Green Goblin, Penance, Songbird, Venom
    Half the team (Songbird, Gobby) are good, 
    the other half...not so much. But, Gobby on 
    his glider is extremely deadly and Songbird 
    can be a boss-killer with her Shatter Scream. 
    Add in a nice mix of Fusion types and this 
    would be one of the best teams in the game. 
    Except they all die too fast.
    Weapon Specialists: +5% Criticals 
    Captain America, Daredevil, Deadpool, Gambit, Green Goblin, Thor
    X-Men: +15% Max Stamina 
    Gambit, Iceman, Jean Grey, Juggernaut, Storm, Wolverine
    One of the stronger teams with Jean Grey and 
    a tank (Juggs or Wolverine) you can do some 
    serious damage, especially against bosses.
    4.5    TIERS
    In any game that features a load of playable characters, the developer is
    always striving for balance so that every character is equally playable. The
    developer always fails. Tiers are quite subjective and you need more than one
    list since there are so many ways to play the game. Marvel Ultimate Alliance
    2, as was the case with MUA1, is pretty well-balanced. There are a couple
    characters that are over-powered; but, depending on your play style, any
    character is viable.
    Actually breaking down the list of playable characters into tiers is hard
    because there's so much variety in gameplay-a player who likes to use melee
    attacks is going to prefer Wolverine, Hulk or Thing; while, a player who likes
    to use Powers is going to prefer Thor, Jean Grey or Songbird. There are also
    problems with team bonuses-Thor & Jean Grey together on Natural Forces (health
    regen) are much stronger than on any other team because they have a tendency
    to die fast without that health regen.
    Considering the difficulty in putting the characters into tiers, here are
    three lists of ten characters that are good in three different situations-as a
    PC in a single-player game, as a PC in a multi-player game; and, as an NPC on
    your team. Many people will have issue with the names on these lists. That's
    all right. Feel free to disagree and make your own lists. Just, please, don't
    email me with insults because your favorite is not on the list.
    4.5.1  SINGLE-PLAYER
    If you're playing by yourself, who do you want to control? That's where this
    list of ten characters comes from. For a single-player character, you want one
    that has good survivability, can dish out a good deal of damage and is good at
    clearing large mobs.
    In no particular order.
    *      Thor
    *      Jean Grey
    *      Hulk
    *      Green Goblin
    *      Storm
    *      Deadpool
    *      Mr. Fantastic
    *      Thing
    *      Invisible Woman
    *      Iceman
    4.5.2  MULTI-PLAYER
    The list of top ten players for multi-player is a bit more lenient. There's
    room for more support-style characters on this list, since one player can be
    the damage-dealer and the other can provide boosts and healing and the players
    can work together to pull off Fusions.
    In no particular order.
    *      Thor
    *      Jean Grey
    *      Green Goblin
    *      Penance
    *      Ms. Marvel
    *      Gambit
    *      Songbird
    *      Iron Fist
    *      Wolverine
    *      Spider-Man
    4.5.3  AI
    If you're playing single-player, who do you want backing you up? Who are the
    characters the computer seems to be most capable of using effectively to help
    you out?
    In no particular order.
    *      Juggernaut
    *      Thing
    *      Storm
    *      Green Goblin
    *      Captain America
    *      Iron Fist
    *      Spider-Man
    *      Songbird
    *      Gambit
    *      Iceman
                                  5      COLLECTIBLES
    Marvel Ultimate Alliance 2 ramps up the collectible quotient of the series;
    there are 10 types of collectibles, not to mention action rewards and Trophies
    (PS3) and Achievements (360). Collectibles in the game are either rewarded for
    certain actions or mission achievements; or, they are found in the maps
    represented by white icons floating in sometimes obvious and sometimes well-
    hidden places.
    Find five of these to unlock Thor; refer to the walkthrough of each map for
    directions on getting the Rune.
    [] Latveria: Castle Doom
    [] NYC: Factory Floor
    [] Hideout Raid: Going Deep
    [] Guard Duty: Traffic Jam
    [] Ambush: Containment
    [] Base Defense: Safe Harbor
    [] Convoy Strike: Jacked Up
    [] Chem Plant: Cloaked
    [] Prison: Going Negative
    [] Wakanda: Panther's Lair
    5.2    AUDIO LOGS
    These provide additional story material and can be listened to at a review
    console in any HQ building. They are listed in the same order in which they
    appear in the review console by Act, so you can tell which ones you are
    missing. To find a specific Log, return to the walkthrough for the map where
    the Log is located.
    5.2.1  ACT I
    [] Latverian Power Supply-Latveria: Urban Warfare
    [] Electro's New Suit-Latveria: Ascension
    [] Lucia von Bardas Profile-Latveria: Castle Doom
    [] Von Bardas and Tinkerer-Latveria: Reactors
    [] New Warriors TV Promo-Stark Tower I
    [] Ms. Marvel Field Report-NYC: Missing Marvel
    [] Super Damage Insurance-NYC: Factory Floor
    [] Hill Meets the President-HQ: Stark Tower 2
    [] Captain America Rally-DC: Capitol Offense
    [] Stark/Cage Phone Call-DC: Underground Politics
    [] The Thing Voicemail-HQ: Stark Tower 3
    [] Civil War Choice-Pro-HQ: Stark Tower 3
    [] Civil War Choice-Anti-HQ: Stark Tower 3
    5.2.2  ACT II
    [] Richards Calls Stark-HQ: S.H.I.E.L.D. 1
    [] Cable Voicemail-HQ: White Star 1
    [] HYDRA Training Tape-Hideout Raid: Going Deep; or, Base Defense: Push Back
    [] Bishop and Cable-Hideout Raid: Inner Base; or, Base Defense: Overloaded
    [] Bullseye Interrogation-HQ: S.H.I.E.L.D. 2
    [] Speedball News Report 1-Guard Duty: Hit 'Em High; or, HQ: White Star 2
    [] Anti-Reg Radio Spot-Convoy Strike: Rooftops
    [] Pro-Reg Radio Spot-Guard Duty: Road Work
    [] Reed's Notes on Nanites-Ambush: Containment
    [] Goliath and Cap-Chem Plant: Cloaked
    [] Speedball News Report 2-Prison: Jail Break-In
    [] Nanite Injection Training-Prison: Going Negative
    5.2.3  ACT III
    [] Speedball's New Costume-HQ: S.H.I.E.L.D. 3; or, HQ: White Star 3
    [] Fury Calls Contessa-HQ: Secret Bunker 1
    [] Prison 42 Procedures-Prison: Hold the Line
    [] Self-Destruct-HQ: Secret Bunker 2
    [] Nanite News Report-Wakanda: Jungle
    [] Nanite War Voice Stream-Wakanda: Tribal City
    [] Goblin Interrogation-HQ: Wakandan Palace
    [] Tinkerer Personal Log-Showdown: Warp Zone
    [] Fold Broadcast-Showdown: Ground Assault
    [] Tinkerer's Research Tape-Showdown: To the Core
    5.2.4  END
    These comedic audio clips are available after you beat the game the first
    [] Deadpool vs. VV
    [] Hulk Radio Interview
    [] Hulk-Ku
    5.3    BOOSTS
    Boosts provide enhancements to your team. You can equip up to three boosts at
    a time. There are 216 Boosts in the game-some are found in maps, others are
    earned for beating bosses and others are earned by completing Heroic Deeds.
    The Boosts are listed here by category and in the order they are listed on the
    Equip Boosts screen. For those that are found in maps, return to the
    walkthrough for that map for directions on obtaining the Boost. Boosts marked
    (Legendary) can only be earned when playing the game on Legendary Difficulty.
    [] Conductive I: Electric attacks deal 5 more damage-DC: Capitol Offense
    [] Conductive II: Electric attacks deal 10 more damage-Guard Duty: Hit 'Em
    [] Conductive III: Electric attacks deal 10% more damage-Chem Plant: Cloaked
    [] Inferno I: Fire attacks deal 5 more damage-Latveria: Reactors
    [] Inferno II: Fire attacks deal 10 more damage-Showdown: Warp Zone
    [] Disruption I: +5% dmg against Nanite-infected foes-Prison: Hold the Line
    [] Disruption: II: +10% dmg against Nanit-infected foes-Showdown: Warp Zone
    [] Disruption III: +30% dmg against Nanite-infected foes-Prison: Going
       Negative (Legendary)
    [] Energized I: Energy attacks deal 5 more damage-Chem Plant: Cloaked
    [] Energized II: Energy attacks deal 10 more damage-Chem Plant: Faceoff
    [] Energized III: Energy attacks deal 20% more damage-Ambush: Faceoff
    [] Frosty I: Cold attacks deal 5 more damage-NYC: Factory Floor
    [] Frosty II: Cold attacks deal 7 more damage-Convoy Strike: Rooftops
    [] Frosty III: Cold attacks deal 10% more damage-Showdown: Ground Assault
    [] Laceration I: Wounding attacks deal 5 more damage-Guard Duty: Road Work
    [] Laceration II: Wounding attacks deal 10 more damage-Chem Plant: Cloaked
    [] Laceration III: Wounding attacks deal 10% more damage-Prison: Riot Gear
    [] Overpower I: Crushing attacks deal 5 more damage-NYC: Missing Marvel
    [] Overpower II: Crushing attacks deal 10 more damage-Ambush: Faceoff
    [] Overpower III: Crushing attacks deal 20% more damage-Prison: Hold the Line
    5.3.2  ATTRIBUTE
    [] Attributes I: +1 to all Attributes-Guard Duty: Hit 'Em High
    [] Attributes II: +2 to all Attributes-Prison: Hold the Line
    [] Attributes III: +3 to all Attributes-Chem Plant: Cloaked
    [] Focused I: +1 Focus-Latveria: Reactors
    [] Focused II: +3 Focus-DC: Capitol Offense
    [] Focused III: +5 Focus-Wakanda: Tribal City
    [] Focused IV: +9 Focus-Latveria: Reactors (Legendary)
    [] Striker I: +1 Strike-Hideout Raid: Dock Work
    [] Striker II: +3 Strike-Hideout Raid: Inner Base
    [] Striker III: +5 Strike-Showdown: To the Core
    [] Striker IV: +20% to Strike-Latveria: Ascension (Legendary)
    [] Super Tough I: +1 Body-NYC: Missing Marvel
    [] Super Tough II: +3 Body-Guard Duty: Road Work
    [] Super Tough III: +5 Body-Showdown: Ground Assault
    [] Super Tough IV: +25% to Body-NYC: Factory Floor (Legendary)
    [] Team Tactics I: +1 Teamwork-Latveria: Urban Warfare
    [] Team Tactics II: +3 Teamwork-Ambush: Faceoff
    [] Team Tactics III: +5 Teamwork-Latveria: Urban Warfare (Legendary)
    [] Team Tactics IV: +9 Teamwork-Wakanda: Panther's Lair (Legendary)
    [] Wade's Fav: +10 to all Attributes-Showdown: To the Core (Legendary)
    [] Wade's 2nd Fav: +4 to all Attributes-Showdown: To the Core
    [] Heroic Deed, Juggernaut
    [] Unstoppable: +15% resistance to Impact damage-Heroic Deed, Juggernaut
    5.3.3  BASIC COMBAT
    [] Destructive I: +1 dmg to melee attacks-Latveria: Ascension
    [] Destructive II: +3 dmg to melee attacks-Aggressive Attitude
    [] Destructive III: +5 dmg to melee attacks-Hideout Raid: Dock Work
    [] Destructive IV: +20% dmg to melee attacks-Hideout Raid: Inner Base
    [] Precision I: +5% to critical hit on melee-Latveria: Reactors
    [] Precision II: +10% to critical hit on melee-Convoy Strike: Truckin'
    [] Precision III: +15% to critical hit on melee-Showdown: To the Core
    []-Aggressive Attitude
    [] Strike True I: +5% melee damage-DC: Underground Politics
    [] Strike True II: +10% melee damage-Prison: Riot Gear
    [] Strike True III: +15% melee damage-Wakanda: Panther's Lair
    [] Battle Tested: crits deal +20% dmg/-20% Stamina regen-Sim mission
    [] Boxer: +15% crit, -99% Powers dmg-Sim mission
    [] Brain Trust: 50% max Stamina, -15% melee dmg-Sim mission
    [] Brawn Trade: +10% Power dmg, -10% melee dmg-Sim mission
    [] Diluted: +20% Stamina regen, -5% Power dmg-Sim mission
    []-Heroic Deed
    [] Mob Rule: 15% increase in melee dmg, -15% Focus-Sim mission
    []-Sim mission
    [] Slow, Steady: immune to stun, reduce dmg dealt by 10%-Sim mission
    []-Heroic Deed
    []-Heroic Deed
    5.3.5  DEFENSIVE
    [] Resist Impact I: +15% resistance to Impact damage-Latveria: Castle Doom
    [] Resist Impact II: +30% resistance to Impact damage-Prison: Going Negative
    [] Physicality I: +10% resistance to all Physical damage-Showdown: Ground
    [] Adaptive: reduce all incoming damage by 3-Ambush: Containment (Legendary)
    [] Deflection I: +7% to deflect projectile attacks-NYC: Missing Marvel
    [] Cosmic Mind: +5% to deflect projectiles, +5 Focus-Heroic Deed, Jean Grey
    [] Deflection II: +14% to deflect projectile attacks-Hideout Raid: Inner Base
    [] Deflection III: +21% to deflect projectile attacks-Convoy Strike: Jacked Up
    [] Deflection IV: +28% to deflect projectile attacks-Prison: Riot Gear
    [] Evade I: +3% to evade, avoiding all damage done-Defensive Attitude
    [] Evade II: +11% to evade, avoiding all damage done-Defensive Attitude
    [] Evade III: +14% to evade, avoiding all damage done-Ambush: Faceoff
    [] Riposte I: when dodging, deal 10% of damage avoided-Defensive Attitude
    5.3.6  ELEMENTAL
    [] Ice Strike I: +1 Cold dmg to each melee attack-NYC: Factory Floor
    [] Ice Strike II: +3 Cold dmg to each melee attack-Ambush: Containment
    [] Ice Strike III: +9 Cold dmg to each melee attack-Base Defense: Overloaded
    [] Dry Heat: +20% to all Fire dmg-Ambush: Containment (Legendary)
    [] Ionic Attack I: +1 Energy dmg to each melee attack-Hideout Raid: Dock Work
    [] Ionic Attack II: +3 Energy dmg to each melee attack-Base Defense:
    [] Ionic Attack III: +5 Energy dmg to each melee attack-Ambush: Containment
    [] Ionic Attack IV: +9 Energy dmg to each melee attack-Chem Plant: Cloaked
    [] Fire Strike I: +1 Fire dmg to each melee attack-NYC: Factory Floor
    [] Fire Strike II: +3 Fire dmg to each melee attack-Sim mission
    [] Fire Strike III: +5 Fire dmg to each melee attack-Chem Plant: Cloaked
    [] Fire Strike IV: +9 Fire dmg to each melee attack-Chem Plant: Cloaked
    [] Shock Smash I: +1 Electric dmg to each melee attack-Base Defense: Safe
    [] Shock Smash II: +3Electric dmg to each melee attack-Chem Plant: Cloaked
    [] Shock Smash III: +5 Electric dmg to each melee attack-Showdown: Warp Zone
    [] Shock Smash IV: +9 Electric dmg to each melee attack-NYC: Missing Marvel
    5.3.7  FUSION
    [] Cape Killer I: +50% more Fusion after hitting a boss-Chem Plant: Faceoff
    [] Cape Killer II: +100% more Fusion after hitting a boss-Aggressive Attitude
    [] Fusion Star: carry one additional Fusion Star-DC: Underground Politics
    []-Diplomatic Attitude
    [] Fusion Combo II: raise Fusion on pop-up, trip, stun by 2-Guard Duty: Hit
       'Em High (Legendary)
    [] Fusion Combo III: raise Fusion on pop-up, trip, stun by 3-Chem Plant:
       Faceoff (Legendary)
    [] Hands On I: raise Fusion on grappling by 1-Base Defense: Safe Harbor
    [] Hands On II: raise Fusion on grappling by 2-Chem Plant: Faceoff (Legendary)
    [] Kinetic Melee: +3 Energy melee, +1 Fusion on throws-Heroic Deed, Gambit
    [] Momentum I: +50% more Fusion on destruction, KOs-Diplomatic Attitude
    [] Momentum II: +100% more Fusion on destruction, KOs-Sim mission
    []-Heroic Deed
    [] No Surrender: +3% Energy resist, +3% to crit-Heroic Deed, Captain America
    []-Heroic Deed
    [] Rebel Yell: +10% resistance to Mental dmg-Hideout Raid: Inner Base
    [] Synchronized I: +50% more Fusion on double Powers hit-Diplomatic Attitude
    [] Synchronized II: +100% more Fusion on double Powers hit-Diplomatic Attitude
    []-Heroic Deed
    5.3.8  POWERS
    [] Draining I: absorb 10% of melee dmg as Stamina-Latveria: Castle Doom
    [] Draining II: absorb 15% of melee dmg as Stamina-Convoy Strike: Rooftops
    [] Draining III: absorb 20% of melee dmg as Stamina-Ambush: Faceoff
    [] Powerful I: +1 to Power damage-Hideout Raid: Going Deep
    [] Powerful II: +3 to Power damage-Wakanda: Jungle
    [] Powerful III: +5 to Power damage-Prison: Riot Gear (Legendary)
    [] Powerful IV: +9 to Power damage-Latveria: Ascension (Legendary)
    [] Power Up I: +5% dmg with Powers-Aggressive Attitude
    [] Power Up II: +10% dmg with Powers-Aggressive Attitude
    [] Power Up III: +15% dmg with Powers-Ambush: Faceoff (Legendary)
    [] Power Up IV: +20% dmg with Powers-Prison: Hold the Line (Legendary)
    [] Reserves I: +18 max Stamina-DC: Hallowed Ground
    [] Reserves II: +32 max Stamina-Ambush: Containment
    [] Reserves III: +46 max Stamina-Chem Plant: Faceoff
    [] Reserves IV: +100% max Stamina-DC: Hallowed Ground (Legendary)
    5.3.9  RESISTANCE
    [] Fire Proof I: resist 15% of Fire damage-Latveria: Ascension
    [] Fire Proof II: resist 30% of Fire damage-Prison: Hold the Line
    [] Resist Cold I: resist 15% of Cold damage-Prison: Going Negative
    [] Resist Cold II: resist 30% of Cold damage-Ambush: Containment (Legendary)
    [] Resist Crush I: resist 15% of Crushing damage-Latveria: Urban Warfare
    [] Resist Crush II: resist 30% of Crushing damage-Showdown: Warp Zone
    [] Resist Electric I: resist 15% of Electric damage-Latveria: Urban Warfare
    [] Resist Electric II: resist 30% of Electric damage-Base Defense: Push Back
    [] Resist Energy I: resist 15% of Energy damage-Prison: Riot Gear
    [] Resist Energy II: +30% resistance to Energy damage-Base Defense: Push Back
    [] Elementalist II: reduce incoming Elemental damage by 20%--Showdown: Ground
       Assault (Legendary)
    [] Physicality II: +20% resistance to all physical damage-Ambush: Containment
    [] Critical Pain I: +10% to critical damage-Guard Duty: Road Work
    [] Critical Pain II: +25% to critical damage-Guard Duty: Road Work (Legendary)
    [] Critical Pain III: +40% to critical damage-Convoy Strike: Rooftops
    [] Critical Pain IV: +55% to critical damage-Guard Duty: Traffic Jam
    [] Devouring I: +1 hit point after knocking out a foe-Prison: Jail Break-In
    [] Devouring II: +5 HP after stunning a foe-Wakanda: Panther's Lair
    [] Devouring III: +5 HP after a pop-up-Showdown: Warp Zone
    [] Devouring IV: +5 HP after tripping a foe-Ambush: Containment
    [] Elementalist I: reduce incoming Elemental damage by 10%--Wakanda: Jungle
    [] Personal Space: immune to grapple-Sim mission
    [] Second Wind: while blocking, regenerate small % of HP-Showdown: Ground
       Assault (Legendary)
    [] Untouchable I: while blocking, attackers take 1 damage-Diplomatic Attitude
    [] Untouchable II: while blocking, attackers take 3 damage-Wakanda: Tribal
    [] Untouchable III: while blocking, attackers take 5 damage-Showdown: Ground
    []-Defensive Attitude
    [] Vampiric melee: +4 HP with every melee attack-Showdown: Warp Zone
    5.3.11 STATUS EFFECT
    [] Deep Cold I: 10% to freeze a chilled target-Showdown: Warp Zone
    [] Deep Cold II: 25% to freeze a chilled target-Convoy Strike: Truckin'
    [] Killer Instinct I: +10% to critical dmg on melee-Wakanda: Tribal City
    [] Killer Instinct II: +25% to critical dmg on melee-Base Defense: Safe Harbor
    [] Overload I: 125% more Fusion on trip, stun, pop-ups-Hideout Raid: Detour
    [] Overload II: 200% more Fusion on trip, stun, pop-ups-Base Defense:
    [] Precise Daze: 50% to stun foe on critical-Convoy Strike: Jacked Up
    [] Precise Force: 50% to knockback foe on critical-Guard Duty: Traffic Jam
    [] Stunning Finish I: stunned targets take 150% damage-Wakanda: Panther's Lair
    [] Stunning Finish II: stunned targets take 200% damage-Wakanda: Tribal City
    [] Aggressive Hits: +1 HP per KO, +3 Focus-Heroic Deed, Songbird
    [] Chaotic Melee: +5% to dodge, +1 Strike-Heroic Deed, Deadpool
    [] Combat Trained: +3% to critical, +3% to dodge-Heroic Deed, Ms. Marvel
    []-Heroic Deed
    []-Heroic Deed
    []-Heroic Deed
    [] Hard to Hit: +3% to dodge, +1 Body-Heroic Deed, Spider-Man
    [] Hot Head: resist 5% of Fire dmg, +1 Body-Heroic Deed, Human Torch
    []-Heroic Deed
    [] Insight: raise Power dmg by 3%, +1 Focus-Heroic Deed, Mr. Fantastic
    [] Oppressor: +1 Strike, melee deals 5 Crushing damage-Heroic Deed, Hulk
    [] Phoenix Force: +5% Powers dmg, +5% Fire dmg-Heroic Deed, Jean Grey
    []-Heroic Deed
    [] Radiated Touch: +5 Focus, melee deals 5 Radiation dmg-Heroic Deed, Green
    []-Heroic Deed
    [] Savagery: melee deals 3 Wounding dmg, +5 Strike-Heroic Deed, Venom
    [] Storm Rager: +1 Team, stunned foes take Electric dmg-Heroic Deed, Storm
    [] Super Soldier: resist 5% of Impact dmg, +1 to melee-Heroic Deed, Captain
    [] Thunder God: melee deals 3 Electric dmg, +3 Strike-Heroic Deed, Thor
    []-Heroic Deed
    []-Heroic Deed
    [] Asgardian Valor: resist 5% of all dmg, +3 Body-Heroic Deed, Thor
    []-Heroic Deed
    [] Clever Fighter: +1 Teamwork-Heroic Deed, Spider-Man
    [] Cosmic Battery: +3% to Energy attacks, +5% vs Energy-Heroic Deed, Ms.
    [] Fantastic Team: raise Fusion gain by 3%, +1 Teamwork-Heroic Deed, Invisible
    []-Heroic Deed
    []-Heroic Deed
    []-Heroic Deed
    [] Good Memory: +3% XP, +3% max Stamina-Heroic Deed, Iron Man
    [] Hot Foot: Melee deals 1 Fire damage, +1 Focus-Heroic Deed, Human Torch
    [] Hungry Melee: +4 Strike, melee attacks drain 3 HP-Heroic Deed, Green Goblin
    []-Heroic Deed
    [] Living Weapon: +1 Body, melee deals 1 Wounding damage-Heroic Deed, Deadpool
    [] Malleable: raise Power damage by 3%, +1 Body-Heroic Deed, Mr. Fantastic
    [] Quick Learner: raise XP gained by 5%, +3 Focus-Heroic Deed, Daredevil
    [] Strategist: raise max Stamina by 5%, +3 Focus-Heroic Deed, Songbird
    []-Heroic Deed
    []-Heroic Deed
    [] Weather Mind: +3% Electric damage, +1 Focus-Heroic Deed, Storm
    5.3.14 UTILITY
    [] Experienced I: raise experience points earned by 5%-Base Defense: Safe
    [] Experienced II: raise experience points earned by 10%-Convoy Strike: Jacked
    [] Experienced III: raise experience points earned by 15%-Prison: Jail Break-
    [] Mighty I: grant Might to the team-Ambush: Containment
    [] Mighty II: grant Super Might to the team-Chem Plant: Faceoff
    [] Patriotic: +10% to all damage-Ambush: Containment
    [] Run Speed I: run 5% faster-Prison: Hold the Line (Legendary)
    [] Resist Recent: resist 20% of last damage type-Wakanda: Jungle (Legendary)
    [] Run Speed II: run 12% faster-Wakanda: Tribal City (Legendary)
    [] Jackpot II: 5% chance orbs are multiplied by 20-Diplomatic Attitude
    [] Jackpot I: 5% chance orbs are multiplied by 10-Convoy Strike: Truckin'
    5.4    DOSSIERS
    Dossiers provide additional information about characters and locations in the
    Marvel universe. Dossiers may be viewed at a review console in any HQ. There
    are 171 Dossiers in the game-some are earned for gameplay, others are found in
    the maps. This list is broken down by the same categories as in the review
    computer in any HQ. For those Dossiers found in maps, refer to the walkthrough
    for the map to get directions on how to find it.
    5.4.1  GAME TIPS
    These Dossiers provide helpful information about gameplay in Marvel Ultimate
    Alliance 2. They will not be enumerated here as you unlock them by playing the
    These are the Dossiers for the playable characters in the game. You unlock
    them as you unlock the characters. For each hero there is also a Dossier about
    their alternate costume; this Dossier is unlocked when you unlock that hero's
    alternate costume.
    5.4.3  PERSONNEL
    Refer to the walkthrough of each map for directions on getting the Dossier.
    [] A-Bomb-Wakanda: Panther's Lair
    [] Bishop-HQ: White Star 2
    [] Black Panther-HQ: Wakandan Palace
    [] Black Widow-Latveria: Ascension
    [] Bullseye-Chem Plant: Faceoff
    [] Cable-HQ: S.H.I.E.L.D. 2
    [] Cloak-Ambush: Containment
    [] Colossus-Ambush: Faceoff
    [] Lucia von Bardas (Cyborg)-HQ: Stark Tower 2
    [] Dagger-Chem Plant: Cloaked
    [] Diamondback-DC: Capitol Offense
    [] Doctor Doom-Latveria: Castle Doom
    [] Electro-Latveria: Ascension
    [] Equinox-HQ: Secret Bunker 2
    [] Firestar-Prison: Riot Gear
    [] Goliath-HQ: S.H.I.E.L.D. 3
    [] Grim Reaper-NYC: Factory Floor
    [] Havok-Wakanda: Tribal City
    [] Hercules-Hideout Raid: Inner Base
    [] Jessica Jones-HQ: White Star 1
    [] Justice-Wakanda: Panther's Lair
    [] Lady Deathstrike-Convoy Strike: Jacked Up
    [] Lucia von Bardas-Latveria: Castle Doom
    [] Commander Maria Hill-DC: Underground Politics
    [] Molten Man-Chem Plant: Faceoff
    [] Moonstone-Prison: Hold the Line
    [] Multiple Man-Guard Duty: Traffic Jam
    [] Namorita-HQ: Stark Tower 3
    [] Nick Fury, S.H.I.E.L.D. Cmdr-HQ: Secret Bunker 2
    [] Nick Fury, Fold-Beat the game
    [] Nitro-HQ: Stark Tower 3
    [] Patriot-Hideout Raid: Dock Work
    [] Prodigy-Guard Duty: Road Work
    [] Scorcher-Latveria: Reactors
    [] Senator Lieber-DC: Hallowed Ground
    [] She-Hulk-Showdown: To the Core
    [] Shocker-NYC: Factory Floor
    [] Speedball-HQ: Stark Tower 3
    [] Spider-Woman-Hideout Raid: Detour
    [] Tinkerer-HQ: Stark Tower 1
    [] Titanium Man-HQ: Stark Tower 3
    [] War Machine-Base Defense: Overloaded
    [] Whirlwind-Prison: Hold the Line
    [] Wizard-Latveria: Reactors
    [] Wonder Man-Showdown: Warp Zone
    [] Yellowjacket-HQ: White Star 3
    5.4.4  INTEL
    Refer to the walkthrough of each map for directions on getting the Dossier.
    [] Cap's Hideout-HQ: White Star 1
    [] Geffen-Meyer Chemical Plant-Chem Plant: Cloaked
    [] Fury's Base-HQ: Secret Bunker 1
    [] HYDRA-Base Defense: Push Back
    [] Latveria-Latveria: Urban Warfare
    [] Latverian Cyborg-Latveria: Reactors
    [] Latverian Soldier-Latveria: Castle Doom
    [] International Mercenaries-DC: Capitol Offense
    [] Nanite Base-Showdown: Ground Assault
    [] Fold Teleporter Pod-Wakanda: Tribal City
    [] Negative Zone-Prison: Jail Break-In
    [] New York City-NYC: Missing Marvel
    [] Prison 42-Prison: Jail Break-In
    [] Rebel Hideout-HQ: S.H.I.E.L.D. 2
    [] Superhuman Registration Act-Finish Act I
    [] Ryker's Island-Convoy Strike: Rooftops
    [] S.H.I.E.L.D.-Base Defense: Safe Harbor
    [] S.H.I.E.L.D. Agents-Base Defense: Push Back
    [] S.H.I.E.L.D. Capekillers-Convoy Strike: Truckin'
    [] S.H.I.E.L.D. Helicarrier-Ambush: Containment
    [] S.H.I.E.L.D. Life Model Decoy-HQ: Secret Bunker 1
    [] S.H.I.E.L.D. Nanite Network-Prison: Going Negative
    [] S.H.I.E.L.D. Nanite Officers-HQ: S.H.I.E.L.D. 3
    [] Stamford, CT-HQ: Stark Tower 3
    [] Stark Tower-HQ: Stark Tower 1
    [] Superhuman Inmates-Prison: Going Negative
    [] The Fold-HQ: Wakandan Palace
    [] Vabranium-Wakanda: Jungle
    [] Wakanda-Wakanda: Jungle
    [] Wakandan Royal Guard-Wakanda: Tribal City
    [] Washington, DC-DC: Underground Politics
    [] White Star Guerillas-Hideout Raid: Going Deep
    Find five of these to unlock Hulk; refer to the walkthrough of each map for
    directions on getting the Regulator.
    [] Latveria: Reactors
    [] NYC: Missing Marvel
    [] NYC: Factory Floor
    [] DC: Capitol Offense
    [] DC: Hallowed Ground
    [] Hideout Raid: Detour
    [] Guard Duty: Hit 'Em High
    [] Base Defense: Push Back
    [] Convoy Strike: Rooftops
    [] Wakanda: Tribal City
    Find five of these to unlock Jean Grey; refer to the walkthrough of each map
    for directions on getting the Fragment.
    [] Latveria: Castle Doom
    [] NYC: Missing Marvel
    [] NYC: Factory Floor
    [] DC: Underground Politics
    [] Hideout Raid: Dock Work
    [] Guard Duty: Road Work
    [] Base Defense: Safe Harbor
    [] Convoy Strike: Truckin'
    [] Prison: Jail Break-In
    [] Prison: Going Negative
    Provide one additional power point to whichever character collects it.
    [] NYC: Missing Marvel
    [] NYC: Factory Floor
    [] Hideout Raid: Detour
    [] Hideout Raid: Inner Base
    [] Guard Duty: Hit 'Em High
    [] Ambush: Containment
    [] Base Defense: Safe Harbor
    [] Base Defense: Push Back
    [] Base Defense: Overloaded
    [] Convoy Strike: Rooftops
    Unlock simulator missions. Simulator missions can be played at any simulator
    terminal in any HQ building. Refer to the walkthrough of each map for
    directions on getting the Disc.
    [] Basic Training-HQ: Stark Tower 1
    [] Command-HQ: Stark Tower 1
    [] Breakout-HQ: Stark Tower 2
    [] Countdown-HQ: Stark Tower 2
    [] Wanton Destruction-HQ: S.H.I.E.L.D. 1; or, White Star 1
    [] How Are De Ducks? -HQ: S.H.I.E.L.D. 1; or, White Star 1
    [] Adrenaline Rush-HQ: S.H.I.E.L.D. 2; or, White Star 2
    [] Pinned-HQ: S.H.I.E.L.D. 3; or, White Star 3
    [] Heavy Metal-HQ: S.H.I.E.L.D. 3; or, White Star 3
    [] Adrenaline Surge-HQ: Secret Bunker 1
    [] Search and Destroy-HQ: Secret Bunker 2
    [] Heavier Metal-HQ: Wakandan Palace
    Upgrades give the character that collects them one bonus point in the related
    Attribute. These bonus points will increase the base Attribute past the
    maximum of 50 points. Refer to the walkthrough of each map for directions on
    getting the Upgrade.
    [] Body-Latveria: Ascension
    [] Body-Latveria: Castle Doom
    [] Strike-Latveria: Reactors
    [] Focus-Latveria: Reactors
    [] Teamwork-HQ: Stark Tower 1 (or 2 or 3)
    [] Focus-NYC: Missing Marvel
    [] Strike-NYC: Factory Floor
    [] Strike-DC: Capitol Offense
    [] Body-DC: Underground Politics
    [] Teamwork-DC: Hallowed Ground
    [] Focus-Hideout Raid: Dock Work
    [] Strike-Hideout Raid: Detour
    [] Body-Hideout Raid: Going Deep
    [] Strike-Hideout Raid: Inner Base
    [] Focus-Hideout Raid: Inner Base
    [] Focus-Guard Duty: Hit 'Em High
    [] Teamwork-Guard Duty: Road Work
    [] Body-Guard Duty: Traffic Jam
    [] Teamwork-HQ: White Star 1 (or 2 or 3)
    [] Body-Base Defense: Safe Harbor
    [] Focus-Base Defense: Push Back
    [] Strike-Base Defense: Overloaded
    [] Body-Base Defense: Overloaded
    [] Body-Convoy Strike: Rooftops
    [] Teamwork-Convoy Strike: Truckin'
    [] Focus-Convoy Strike: Jacked Up
    [] Strike-Chem Plant: Cloaked
    [] Focus-HQ: Secret Bunker 1 (or 2)
    [] Body-Prison: Jail Break-In
    [] Body-Prison: Going Negative
    [] Strike-Prison: Riot Gear
    [] Teamwork-Prison: Hold the Line
    [] Focus-Wakanda: Jungle
    [] Teamwork-Wakanda: Panther's Lair
    [] Focus-HQ: Wakandan Palace
    [] Body-Showdown: Ground Assault
    [] Teamwork-Showdown: Warp Zone
    Completing the following 30 training objectives earns you three trophies or
    achievements. You can view your progress by opening the game menu (START),
    scrolling over to STATS, selecting it and scrolling down to the three
    [] Remove 10 shields
    [] Throw 20 foes
    [] Perform 10 stun combos
    [] Perform 10 pop-up combos
    [] Perform 10 trip combos
    [] 20 strikes while foe is prone
    [] 20 strikes while grappling
    [] 20 air smashes
    These are fairly simple and you will get most of them simply by playing the
    game. If you've played through the game twice and still haven't completed one
    of these objectives, use the sim mission, "Basic Training" and just keep
    spawning enemies and practicing the specific moves you need until you finish
    all the objectives.
    [] 30 dashing power hits
    [] 50 projectile power hits
    [] 30 radial power hits
    [] 30 direct damage power hits
    [] 20 pulling power hits
    [] 20 buff powers used
    [] 20 debuff powers used
    These are fairly simple and you will get most of them simply by playing the
    game. If you've played through the game twice and still haven't completed one
    of these objectives, use the sim mission, "Basic Training" and just keep
    spawning enemies and practicing the specific moves you need until you finish
    all the objectives.
    [] 20 foes hit by car explosions
    [] Chain reaction of 5 explosions
    [] 20 robots destroyed by own grenades
    [] Knock down 5 foes with 1 object
    [] 20 melee-to-power chains
    [] 20 hits with fire, cold, and electricity
    [] 50 foes thrown from high places
    You should get most of these just by playing the game; however, you will have
    to work at a few of them. For example, to get the first one, you have to blow
    up cars on a regular basis. If you're having trouble with killing the foes
    around the car before it explodes, try throwing a car at a group far away and
    then firing ranged shots at it. To destroy robots by their own grenades, use
    the sim mission "Heavy Metal" and spawn one robot at a time and beat on it for
    a bit to wear down its health and then wait for it to chuck a grenade and
    throw it back. It's helpful if you "turn off" your teammates by hooking up
    additional controllers and having them as "dummies;" or, reducing all their
    Powers to zero (0) so they are forced to use melee. This will keep one of the
    AI players from getting the kill while you're picking up the grenade. To get
    the melee-to-power chains, hit an enemy a few times and then immediately hit
    him with a Power. For the hits with fire, cold and electricity, equip Boosts
    that add each of those damage types to your melee attacks and then beat up
    mobs in "Basic Training." For throwing enemies off high places, play a level
    with catwalks or terrepleins (e.g. Castle Doom, Inner Base/Overloaded) and
    spam a radial burst Power with a lot of knockback (e.g. Thor's Mighty Swipe,
    Iron Man's Radial Pulse).
    With one exception, the trophies for PS3 and achievements for Xbox 360 are the
    same. The format for each is as follows:
    Name of trophy/achievement
    Trophy color (PS3) / Achievement points (360)
    Requirement as listed on the trophy/achievement screen
    Description of how to get trophy/achievement (if needed)
    Xbox 360 achievement points taken from GameFAQs.
    Platinum / Not applicable
    Obtain all other trophies.
    This trophy is exclusive to PS3 and is earned as soon as you earn all other
    trophies on this list
    Mission Accomplished
    Bronze / 5
    Topple a dictator.
    Break the Dr. Doom statue in Latveria: Urban Warfare OR Castle Doom. The
    statue in Urban Warfare is in a plaza just before you reach the church where
    you fight Electro. In Castle Doom, the statue is located in the hall just
    before Security Control where you are swarmed by robots.
    Coalition of the Willing
    Bronze / 20
    Crash a castle.
    Finish the Latveria missions
    Oceans No Longer Protects Us
    Bronze / 20
    Protect a city.
    Finish the NYC missions
    A House Divided
    Silver / 20
    Defend your leaders.
    Finish the Washington, DC missions
    If You're Not With Us
    Bronze / 10
    Choose a side.
    Freedom Isn't Free
    Bronze / 20
    Raid a hideout.
    Finish the Hideout Raid missions (Pro-Reg)
    Defending Our Way of Life
    Bronze / 20
    Rescue a hideout.
    Finish the Base Defense missions (Anti-Reg)
    All Options on the Table
    Bronze / 20
    Defend a convoy.
    Finish the Guard Duty missions (Pro-Reg)
    Collateral Damage
    Bronze / 20
    Stop a convoy.
    Finish the Convoy Strike missions (Anti-Reg)
    Fallen Star
    Silver / 20
    Ambush your opponents.
    Finish the Ambush missions (Pro-Reg)
    Iron and Blood
    Silver / 20
    Fight back and ambush.
    Finish the Chem Plant missions (Anti-Reg)
    Knowns and Unknowns
    Bronze / 10
    Repay a favor.
    Finish Off the Leash
    Alliance Reborn
    Bronze / 20
    Break and enter.
    Finish the Prison missions
    Grave and Growing
    Bronze / 20
    Free a country.
    Finish the Wakanda missions
    A More Perfect Union
    Bronze / 10
    Finish what you started.
    Finish the Showdown missions
    I'm With Iron Man
    Silver / 30
    Defeat all Act II and III missions as a Pro-Registration team.
    I'm With Captain America
    Silver / 30
    Defeat all Act II and III missions as an Anti-Registration team.
    Legendary Schism
    Bronze / 20
    Defeat all Act I missions on Legendary Difficulty.
    Legendary War
    Bronze / 30
    Defeat all Act II missions on Legendary Difficulty.
    Legendary Alliance
    Silver / 30
    Defeat all Act III missions on Legendary Difficulty.
    Rookie Squad
    Bronze / 10
    Complete a map in Co-Op.
    Complete any map with more than one player, online or offline.
    Experienced Allies
    Bronze / 15
    Complete 8 maps in Co-Op.
    Complete eight different maps with more than one player, online or offline
    Decorated Veterans
    Bronze / 30
    Complete 24 maps in Co-Op.
    Complete 24 different maps with more than one player, online or offline
    Seek and Destroy
    Bronze / 15
    Complete all optional mission objectives.
    There are five maps with optional mission objectives-Latveria: Ascension;
    Latveria: Reactors; New York City: Factory Floor; Washington, DC: Capitol
    Offense; and, Wakanda: Tribal City. If you miss completing these during the
    game, you can use the simulator console to replay the level and complete the
    optional objectives.
    Uncontained Aggression
    Bronze / 15
    You or other players on your team must destroy 250 health containers.
    Undefeated Heroes
    Silver / 30
    Defeat 12 mission bosses on Super Heroic or Legendary Difficulty without
    revival or map reload.
    "Without revival or map reload" does not mean all four heroes must be standing
    when you defeat the boss. As long as you don't use a Health Token to revive
    any fallen teammates or lose all four heroes and have to reload, you'll earn
    this trophy.
    Immortal Heroics
    Gold / 50
    Defeat 25 maps on Super Heroic or Legendary Difficulty without revival or map
    "Without revival or map reload" does not mean all four heroes must be standing
    when you finish the map. As long as you don't use a Health Token to revive any
    fallen teammates or lose all four heroes and have to reload, you'll earn this
    trophy. You can replay maps in the simulator if you did not finish them the
    first time without revival; however, if you do this in the simulator, the in-
    game stat will not change; but, you will get the trophy.
    Back in Action
    Bronze / 10
    Perform 10 revivals.
    Tactical Training
    Bronze / 10
    Perform all 5 recommended training Fusions in Latveria.
    The training Fusions occur in "Urban Warfare" and "Ascension." See the
    walkthroughs for those two maps for details on performing the Fusions.
    Heroes Unite
    Bronze / 10
    Perform 10 Fusions with another player-controlled hero in a Co-Op game.
    Can be online or offline
    United We Stand
    Silver / 30
    Earn 20 high scores for each type of Fusion: Targeted, Guided, and Clearing.
    Remember high scores for Targeted Fusions require using the Fusion on a boss
    or leader enemy; Guided and Clearing Fusions must destroy a certain number of
    enemies (ranging from 10 to 15 depending on the pair of heroes creating the
    Powers of Two
    Gold / 50
    Perform all Fusions by combining every available pairing of all 24 heroes.
    You might want to use a checklist, such as the one provided here:
    Old Friends
    Bronze / 10
    Have 10 special conversations between characters with a history while in an HQ
    Refer to the walkthroughs for the HQ missions for a list of special
    Costume Collector
    Bronze / 10
    Unlock 23 alternate costumes.
    Distinguished Service
    Bronze / 10
    Collect 50 Team Boosts.
    Extraordinary Heroism
    Bronze / 30
    Collect 125 Team Boosts.
    Above and Beyond
    Silver / 50
    Collect 200 Team Boosts.
    There are actually 216 Boosts in the game, so you don't have to collect them
    ALL to get this trophy. You will need to get a large number of the Heroic Deed
    Boosts to get to 200; so, work on those for each hero.
    Listening In
    Bronze / 20
    Collect 30 Audio Logs.
    All Audio Log locations are specified above under "Audio Logs."
    Superior Intel
    Bronze / 20
    Collect 125 Dossiers.
    There are 171 Dossiers in the game, 78 of which are found on maps. Another 47
    are earned as you unlock heroes and finish their costume Heroic Deed. The
    remainder are earned just for playing the game; so, you should be able to hit
    this trophy in just one play-through if you gather all Dossiers from the maps.
    Potential Evidence
    Bronze / 10
    Collect 10 Concept Art Bundles in HQ maps.
    These are easy enough to find and their locations are spelled out in the
    walkthroughs above.
    Trivia Buff
    Bronze / 10
    Correctly answer 15 Trivia questions.
    Trivia Team-Up
    Bronze / 15
    Score 30 Trivia Fusions.
    You score a Trivia Fusion when playing co-op and you and at least one other
    player both answer correctly at the same time.
    Trivia Genius
    Bronze / 30
    Earn all Trivia rewards.
    Sim Team-Up
    Bronze / 5
    Earn Mission Succeeded on a Simulator Mission in Co-Op and return to Simulator
    Sim Amateur
    Bronze / 10
    Earn 4 Bronze Medals from Simulator Missions.
    See "Simulator Missions" below for tips on earning medals in simulator
    Sim Expert
    Bronze / 15
    Earn 8 Silver Medals from Simulator Missions.
    See "Simulator Missions" below for tips on earning medals in simulator
    Sim Champion
    Bronze / 30
    Earn 12 Gold Medals from Simulator Missions.
    See "Simulator Missions" below for tips on earning medals in simulator
    Melee Training
    Bronze / 10
    Complete all melee training goals listed on the Stats page.
    See "Training Stats" above for tips on completing the melee training goals.
    Power Training
    Bronze / 15
    Complete all Power training goals listed on the Stats page.
    See "Training Stats" above for tips on completing the Power training goals.
    Every Trick In The Book
    Silver / 30
    Complete all combat mastery goals listed on the Stats page.
    See "Training Stats" above for tips on completing the combat mastery goals.
                               6      SIMULATOR MISSIONS
    At each HQ you visit there is a sim console. You can use this console to play
    Simulator Missions, which are training missions to help you learn different
    aspects of combat in Marvel Ultimate Alliance 2. You also earn boosts and
    other rewards for completing simulator missions. To play a simulator mission,
    you must collect the simulator disc from various places in the game. Most are
    lying in the open in HQs, so you shouldn't have much trouble collecting them.
    You can also use the sim console to replay missions you have already
    completed. You can do this to collect items you missed or finish optional
    objectives you failed to complete. Simply start the sim console and hit
    left/right to move from CHALLENGE to REPLAY and select the map you want to try
    Disc: Right in front of the sim console in Stark Tower I
    Objective: Hone your skills.
    Bronze-25,000 points, receive 250XP
    Silver-50,000 points, receive Battle Tested Boost
    Gold-100,000 points, receive Diluted Boost
    Follow the on-screen prompts to go through various attacks and defensives. Use
    the prompted move to defeat each enemy. Simply getting through all moves will
    earn you the gold medal. The moves are:
    *      Quick Attack
    *      Strong Attack
    *      Pop-up Combo: Quick, Quick, Strong
    *      Stun Combo: Quick, Strong, Strong
    *      Trip Combo: Quick, Strong, Quick
    *      Ground Attack: Trip Combo plus Quick Attack while the opponent is on
           the ground
    *      Air Smash: Jump then Quick or Strong Attack while in the air
    *      Grapple Attack: Grab the enemy and then Quick Attack
    *      Grapple Shove: Grab the enemy and then Strong Attack
    *      Grapple Throw: Grab the enemy and then press Grab again to throw him
    *      Remove Shield: Grab a shielded enemy and then rapidly tap Grab or
           (PS3) shake the controller to rip away the shield
    *      Block: Hold the Block button
    *      Dodge: Hold the Block button and move the left stick in any direction
    *      Clearing Fusion: Perform a Clearing Fusion with one of your teammates
    *      Targeted Fusion: Perform a Targeted Fusion with one of your teammates
    *      Guided Fusion: Perform a Guided Fusion with one of your teammates
    6.2    HEAVY METAL
    Disc: S.H.I.E.L.D. HQ 3 next to sim console; or,
          White Star HQ 3 next to sim console
    Objective: Train against challenging foes.
    Bronze-25,000 points, receive Brain Trust Boost
    Silver-50,000 points, receive 1000XP
    Gold-100,000 points, receive Personal Space Boost
    Use the consoles in the room to activate big robots and defeat them. You have
    five minutes to defeat as many robots as possible. You can use Fusions. You'll
    have to take out 40 robots to score 100,000 points. You can activate as many
    as 10 at once, so run to each console and activate a robot so you are fighting
    a group of ten and unload on them. If you can do four groups of ten in five
    minutes, you'll get the gold medal. The Natural Forces team is good for this
    as they get constant health regen just for damaging the robots; they have good
    area-of-effect Powers; and, they have powerful Fusions (especially with Jean
    6.3    HEAVIER METAL
    Disc: HQ Wakandan Palace near sim console
    Objective: Train against challenging foes without Fusion.
    Bronze-25,000 points, receive 3000XP
    Silver-50,000 points, receive 6000XP
    Gold-100,000 points, receive Momentum II Boost
    This mission is similar to "Heavy Metal." Take out 20 (or more) big robots in
    four minutes without using Fusions. Strong radial attacks (Jean Grey, Gambit)
    or powerful "boss-killer" moves (Thor, Songbird) are a must.
    6.4    HOW ARE DE DUCKS?
    Disc: S.H.I.E.L.D. HQ 1 next to sim console platform; or,
          White Star HQ 1 next to trivia console
    Objective: Locate the objects of interest.
    Bronze-25,000 points, receive 3000 ability points
    Silver-50,000 points, receive 4500 ability points
    Gold-100,000 points, receive Fire Strike II Boost
    Go on a crate-destroying spree. Large area-of-effect powers are most effective
    in wiping out crates and uncovering ducks. To get the gold medal, you'll have
    to blast open 20 crates with ducks in 25 seconds.
    Disc: S.H.I.E.L.D. HQ 1 next to sim console; or,
          White Star HQ 1 next to sim console
    Objective: Destroy everything before time runs out.
    Bronze-25,000 points, receive 1000 ability points
    Silver-50,000 points, receive Boxer Boost
    Gold-100,000 points, receive 5000 ability points
    You have three-and-a-half minutes (3:30) to destroy as much as you can. Many
    of the destructible items are explosive; so, you're going to want ranged
    Powers-the stronger the better. Preferably Powers you can fire rapidly to
    maximize destruction. The arena is a square room with four rooms opening off
    it-one on each side. Blast your way into each room and blow up everything in
    sight. Have at least two heroes with good radial blast Powers. If one gets
    knocked down or runs out of Stamina, quickly switch to the other and keep
    blasting. This one's much easier in co-op so at least two people can be
    blasting the rooms at the same time. If you get through the fourth room and
    you're still a bit short of the 100,000 points for gold, the statues in the
    main room are worth about 6,000 points each; but, they take a lot of damage to
    Disc: S.H.I.E.L.D. HQ 2 next to sim console; or,
          White Star HQ 2 in south side of base in dorm area
    Objective: Defeat your foes to gain more time.
    Bronze-20,000 points, receive 1000 ability points
    Silver-40,000 points, receive 2500 ability points
    Gold-80,000 points, receive 5000 ability points
    You begin with a time limit of one-and-a-half minutes (1:30) to score 100,000
    points. Defeating enemies gives you time back on the clock as well as points.
    Some enemies drop multipliers you can pick up to increase the points earned
    from defeating opponents. The enemies get tougher and more numerous the longer
    you keep going. You can use Fusions; so, save them up for when you're really
    getting swarmed and then unleash a Clearing Fusion. Make sure to always keep a
    multiplier active-especially the larger x3 and x4 multipliers. Use large
    radial Powers to kill as many enemies in as little time as possible.
    Disc: Secret Bunker HQ 1 near Tinkerer in northeastern side room
    Objective: Defeat your foes to gain more time (no Powers).
    Bronze-17,500 points, receive 1000 ability points
    Silver-35,000 points, receive 2500 ability points
    Gold-70,000 points, receive 5000 ability points
    This is a truly nasty challenge. Put together a team strong on melee (Strike &
    Body points), equip Boosts that add additional damage to melee combat and lay
    into the enemies that spawn. You can't use Powers; but, you can use
    Fusions-make sure you have at least one Clearing or Guided Fusion amongst your
    6.8    COUNTDOWN
    Disc: On same platform as review console in Stark Tower 2
    Objective: Defeat your foes to restore your health.
    Bronze-20,000 points, receive 250XP
    Silver-40,000 points, receive 1000XP
    Gold-80,000 points, receive Brawn Trade Boost
    Your health will constantly drain, and drain faster as time goes on. However,
    you get plenty of health from defeated enemies, which grow more numerous and
    tougher the longer you last. Some enemies leave behind multipliers you can
    pick up to increase your score from fallen opponents. You can also use Fusions
    and earn and use Health Tokens; so, overall, it's a lot easier than the time-
    limit challenges.
    Disc: HQ Secret Bunker 2 on west side of bunker
    Objective: Locate concealed opponents and defeat them.
    Bronze-25,000 points, receive 3000XP
    Silver-50,000 points, receive 6000XP
    Gold-100,000 points, receive Slow Steady Boost
    You are in a huge warehouse full of crates and shipping containers. Fifty of
    the crates and 20 containers have robots concealed in them. You begin with
    1:30 on the clock and finding and defeating robots adds to your time as well
    as your point total. You do not need to find all the crates and containers in
    order to hit the 100,000 point mark. Some robots drop multipliers you can pick
    up to increase the point score of the robots you defeat.
    6.10   COMMAND
    Disc: On trivia console platform in Stark Tower I
    Objective: Capture and hold territory.
    Bronze-25,000 points, receive 250XP
    Silver-50,000 points, receive 1000XP
    Gold-100,000 points, receive 2500XP
    The goal is to hold your ground as long as you can at nine different bases in
    the arena. The key to earning gold is to get from one base to the next as
    quickly as possible. Step on the first marked base with a flying character and
    either attempt to block all incoming attacks or use a strong radial Power to
    blast enemies before they reach you. As soon as the timer hits zero, begin
    flying and hitting your Nav button to get the location of the next base. Fly
    to it as quickly as possible and repeat.
    For this sim, I used the Natural Forces team (health regen from damage done)
    and controlled Jean Grey and used Pyrokine Blast extensively and blocked
    incoming missiles.
    6.11   PINNED
    Disc: S.H.I.E.L.D. HQ 3 on central platform; or,
          White Star HQ 3 on south side of base in dorm area
    Objective: Protect your teammates.
    Bronze-22,500 points, receive 3000 ability points
    Silver-45,000 points, receive 4500 ability points
    Gold-90,000 points, receive Mob Rule Boost
    You have four allies and you need to keep at least one alive for five minutes.
    You need a team with lots of strong radial Powers and high Teamwork (e.g.
    Natural Forces or Femme Fatales). Equip Boosts that increase your Fusion point
    gain and increase Fusion damage or your Teamwork stat. Blast away with radial
    Powers until you earn a Fusion; then, use a Guided Fusion to temporarily clear
    the room. You receive 5,000 points for each ally kept alive in addition to
    whatever you score from defeating enemies.
    6.12   BREAKOUT
    Disc: In front of sim console in Stark Tower 2
    Objective: Locate and free your allies.
    Bronze-20,000 points, receive 1000 ability points
    Silver-40,000 points, receive Play To Win Boost
    Gold-80,000 points, receive 5000 ability points
                                 7      TRIVIA QUIZZES
    There are five trivia quizzes in Marvel Ultimate Alliance 2; although, you can
    only play four on any one playthrough: one at Stark Tower in Act I; one in Act
    II at either Stark Tower or White Star HQ depending on your Pro/Anti choice;
    one at Nick Fury's secret base in Act III and one at Wakanda Palace in Act
    III. There are 35 questions in each quiz. Each question is multiple-choice
    with four possible answers corresponding to the four face buttons on your
    controller. You have approximately eight (8) seconds to answer each question.
    You earn XP for each correct answer. You begin with a set number of XP, which
    begins decreasing (down to zero) after two seconds with no answer. Answer
    within the first two seconds and you get the full XP (150 for the first quiz,
    200 for the second, 250 for the third and 350 for the fourth). You can repeat
    a quiz at any time and re-answer any question to get the remaining XP for that
    question if you're not fast enough the first time.
    You can also play the trivia games in multi-player. If two or more players
    answer correctly at the same time, you'll get a Trivia Fusion, which awards
    bonuses. The trivia answers are randomized whenever you activate the quiz; the
    questions are always in the same order. Only the correct answers are provided
    7.1    STARK TOWER, ACT I
    1)     Captain America's civilian name is:
            Steve Rogers
    2)     Which hero has never been an X-Man?
    3)     Electro's real name is:
           Max Dillon
    4)     Gambit's exploding cards are:
           Kinetically charged
    5)     The super-villain named Grim Reaper is:
           Wonder Man's brother
    6)     The Hulk was created in:
           A gamma ray explosion
    7)     The Hulk cannot:
    8)     Johnny Storm cannot:
           Breathe in space
    9)     The Human Torch is a blood relative of:
           Susan Storm
    10)    Soldiers in the Latverian army do not use:
    11)    Luke Cage gained his powers from:
           An experiment
    12)    Which of these villains is a former chemist?
    13)    The Tinkerer's real name is:
           Phineas Mason
    14)    Whose powers are NOT derived from technology?
    15)    In his civilian life, Iron Man is:
           A rich industrialist
    16)    Iron Man's real name is:
           Anthony Edward Stark
    17)    Black Widow's abilities include:
           Espionage experience
    18)    In the 1940s, Captain America was:
           Frozen in ice
    19)    By day, Daredevil is:
           A lawyer
    20)    Gambit's real name is:
           Remy LeBeau
    21)    Iceman's powers first manifested in:
           A schoolyard fight
    22)    The Invisible Woman can:
           Create force fields
    23)    Tony Stark is a recovering:
    24)    Natasha Romanoff is the civilian name of:
           Black Widow
    25)    Nick Fury's secondary strike team in Latveria:
           Bravo Team
    26)    Provides electrical power to Doomstadt:
    27)    Cleans up after superhuman-related disasters:
           Damage Control
    28)    What gave Captain America his abilities?
           Super Soldier serum
    29)    Peter Parker's deceased uncle was named:
    30)    Spider-Man is well known for his:
    31)    Wolverine's birth name is:
    32)    Wolverine's retractable claws are made out of:
    33)    Mr. Fantastic gained his abilities from:
           Cosmic radiation
    34)    Who first taught Storm to control her powers?
           Tribal elder
    35)    Storm's parents were killed in a:
           Plane crash
    7.2    S.H.I.E.L.D. HQ, ACT II
    1)     Reed Richards is known for his:
           Scientific acumen
    2)     After Nick Fury, S.H.I.E.L.D.'s new leader is:
           Maria Hill
    3)     Before gaining her powers, Ms. Marvel was:
           An Air Force pilot
    4)     In life, Namorita was:
           Atlantean royalty
    5)     Nitro's ability to explode comes from:
           Kree technology
    6)     Peter Parker does not have any skills in:
    7)     Where is Stamford located?
    8)     Storm's real name is:
           Ororo Munroe
    9)     The Thing:
           Is a trained pilot
    10)    The Tinkerer's advanced technology derives from:
           His natural genius
    11)    Human Torch and Iceman are:
           Not related
    12)    Lucia von Bardas strikes at New York City from:
           A barge
    13)    Wonder Man's "ionic body" is thanks to:
           Baron Zemo
    14)    Before the Stamford blast, Speedball fights:
    15)    Ms. Marvel finds the Latverian terror operation:
           On Roosevelt Island
    16)    Who heals more rapidly than a normal human?
    17)    The Hulk has greater self-control thanks to:
           Gamma regulators
    18)    Bruce Banner has a PhD in:
           Nuclear physics
    19)    Thor is the son of the Earth-spirit Gaea and:
    20)    Biologically Thor is half-Asgardian, half:
           Elder God
    21)    Jean Grey is a founding member of the:
    22)    Jean Grey is occasionally host to the:
           Phoenix Force
    23)    Songbird used to be a:
    24)    Deadpool's nickname is the:
           Merc with a Mouth
    25)    Many question Deadpool's:
    26)    Ms. Marvel once was a:
           Published novelist
    27)    Ms. Marvel's real name is:
           Carol Danvers
    28)    Luke Cage had a long-running partnership with:
           Iron Fist
    29)    Luke Cage has a child with:
           Jessica Jones
    30)    Luke Cage once had a business called:
           Heroes for Hire
    31)    Iceman is a member of which group?
    32)    Most frequently patrols Hell's Kitchen in NYC:
    33)    Which super hero is of Cajun descent?
    34)    Gambit has spent time as a:
           Professional thief
    35)    Bishop is from:
           An alternate future
    7.3    WHITE STAR HQ, ACT II
    1)     Deadpool's powers are derived from:
           Genetic experiments
    2)     Nitro's explosion was:
           Seen on live TV
    3)     The deaths at Stamford were caused by:
    4)     Shocker attacks his foes with:
           Vibrating air blasts
    5)     Spider-Man's reputation is often debased in:
           The Daily Bugle
    6)     Storm was revered as a goddess:
           In a region of Kenya
    7)     The Thing grew up on:
           Yancy Street
    8)     The Wizard has fought which team many times?
           The Fantastic Four
    9)     Rachel Leighton is whose real name?
    10)    Captain America's shield contains:
    11)    As a child, Matt Murdock lost his sense of:
    12)    Bobby Drake has what sort of powers?
    13)    Sue Storm first manifested her powers after:
           A space flight
    14)    Prior to ruling Latveria, Lucia von Bardas was:
           An educator
    15)    Luke Cage's "home turf" is:
    16)    Danny Rand was formerly a member of:
           Heroes for Hire
    17)    Capekillers try taking Captain America out with:
           Tranquilizer darts
    18)    The site of Cap's planned rally against the SRA:
           Lincoln Memorial
    19)    S.H.I.E.L.D. agents who've defected to Cap are:
           The White Star
    20)    Invisible Woman is married to which super hero?
           Mr. Fantastic
    21)    The Human Torch gained his powers when he was:
    22)    Johnny Storm is known for his:
           Short temper
    23)    Cable's real name is:
           Nathan Summers
    24)    Who helped Cloak master his powers?
           Tandy Bowen
    25)    Colossus discovered his powers when he saved:
           His sister
    26)    Cyborg Lucia von Bardas attacked which city?
           New York
    27)    Dagger has had previous experience as a:
           Ballet dancer
    28)    Diamondback relies on what in combat?
           Advanced devices
    29)    Grim Reaper's real name is:
           Eric Williams
    30)    Hercules wields which weapon?
           Golden Mace
    31)    Who formed the X-Factor investigations company?
           Multiple Man
    32)    Namorita was a founding member of:
           The New Warriors
    33)    The Shocker's real name is:
           Herman Schultz
    34)    The person wearing the Titanium Man armor is:
    35)    Deadpool often believes that:
           He's in a comic book
    1)     LMD stands for:
           Life Model Decoy
    2)     Nick Fury's LMDs are:
           Robotic duplicates
    3)     Hank Pym is able to change size thanks to:
           Pym particles
    4)     HYDRA's first leader was named:
           Wolfgang von Strucker
    5)     "Rhodey" is a nickname for:
           James Rhodes
    6)     Who was NOT seen being "nanite controlled"?
    7)     Who knows Bullseye's real name?
    8)     Cable possesses the power of:
    9)     Colossus was born in:
    10)    Tandy Bowen and Tyrone Johnson are:
           Cloak and Dagger
    11)    When fighting enemies, Dagger makes use of:
           "Light Knives"
    12)    "Mark Raxton" is the civilian name of:
           Molten Man
    13)    Multiple Man's duplicates are:
           Organic doubles
    14)    Who discovered the Negative Zone?
           Reed Richards
    15)    Elijah Bradley is the Young Avenger known as:
    16)    Prison 42 is located:
           In the Negative Zone
    17)    Spider-Woman joined Anti-Reg forces despite:
           Being ex-S.H.I.E.L.D.
    18)    In the past, Spider-Woman was a member of:
    19)    Goliath is:
           A scientist
    20)    Before he was a super hero, Prodigy was:
           A high school student
    21)    Bishop's powers derive from:
           Latent mutation
    22)    Lady Deathstrike has how many adamantium claws?
    23)    "War Machine" is the name of a:
           Starktech armor suit
    24)    Stark sets up an ambush at what chemical plant?
    25)    The Helicarrier has what radio code name?
           Skybird One
    26)    Number of spikes in Penance's armor:
    27)    The hideout invaded by S.H.I.E.L.D. was once a:
           HYDRA base
    28)    Bullseye believes doctors injected him with:
           A sedative
    29)    After Stamford, Speedball's body was found in:
           Western New York
    30)    Derisive term used by some for super heroes:
    31)    Iron Fist was raised in the hidden city of:
    32)    Bullseye recently had adamantium bonded to:
           His skeleton
    33)    S.H.I.E.L.D.'s first target at Geffen-Meyer:
    34)    Initially wouldn't take a side in the Civil War:
           The Thing
    35)    Who was recently stationed at Ryker's Island?
           Robbie Baldwin
    1)     Nick Fury once led a group called the:
           Howling Commandos
    2)     Venom's costume is:
           An alien organism
    3)     Who gained their powers from an earthly source?
    4)     Iron Fist's powers derive from:
           Chi energy
    5)     Real name of the hero currently called Goliath:
           Bill Foster
    6)     Years ago, Songbird was:
           A pro wrestler
    7)     Songbird's powers are based on:
           High-intensity sonics
    8)     Black Panther gained his powers from:
           A rare herb
    9)     Equinox has the ability to:
           Project ice and fire
    10)    Firestar's mutant ability is to project:
           Microwave energy
    11)    Havok's real name is:
           Alex Summers
    12)    Never used the word "Marvel" in their codename:
           Rick Jones
    13)    Which mutant is related to Havok?
    14)    Justice's real name is:
           Vance Astrovik
    15)    Who has never been a parent?
           Angelica Jones
    16)    Before her criminal career, Moonstone was:
           A psychiatrist
    17)    Penance was formerly known as:
    18)    Penance is powered by:
    19)    Wakanda is located in:
    20)    As a child, Cable was raised by:
           Jean Grey and Cyclops
    21)    Thor wields the mystical hammer called:
    22)    Jean Grey's powers include:
    23)    The name of the main Nanite Control Officer is:
    24)    Who kills Nanite Control Officer Swanson?
    25)    Minimum Prison 42 self-destruct delay:
           Thirty seconds
    26)    Access to Prison 42 is possible only via:
    27)    LMD control signals will not cross over to:
           The Negative Zone
    28)    The profession of Robbie Baldwin's father:
           District Attorney
    29)    Who arranges a plea bargain for Speedball?
           Jennifer Walters
    30)    NOT considered a critical hub in Prison 42:
    31)    Currently bonded with the Venom symbiote:
           Mac Gargan
    32)    Nick Fury's middle name is:
    33)    Nick Fury lost his left eye in a fight with:
           His brother
    34)    Nick Fury's father was a:
           Decorated WWI pilot
    35)    She-Hulk has a successful career as a:
                           8      VERSION HISTORY & CREDITS
    *      v1.20 - 2009/10/06
           Picked up a missing Focus Upgrade
           Added a few more Boosts
           Added hero commentary to Characters section
           Added Glossary
           Added more game play tips throughout
    *      v1.10 - 2009/10/05
           Added more collectibles-all map collectibles & most game collectibles
           Added more information about characters
           Added trivia answers & trophy/achievement list
           Split "Prison: Riot Gear" into "Riot Gear" and "Hold the Line"
           Added more sim mission strategies
    *      v1.00 - 2009/09/25
           First published version
    	   Thanks to the following people for their help:
    *      James McKendrew, Noel Hearne, Andrew Rozsa, James Hanson, Philip
           Toussaint & Andy for collectible locations on several maps
    *      Aaron Bennett for a correction to "Adrenaline Surge" sim
    *      David Todd for HQ conversation
    *      Benjamin Withers for typographical error corrections
                                       9 LEGAL
    Written & Copyright 2009 by Barry Scott Will
    Trademarks and other marks are reserved to their original owners. This guide 
    is not endorsed or authorized by Activision, Vicarious Visions or Marvel
    This guide is for informational purposes only and no explicit or implicit 
    warranty is made with regards to the suitability of this information. The 
    reader agrees to indemnify and hold harmless the author, Barry Scott Will, 
    from any consequences of using this information.
    This work is licensed under the Creative Commons Attribution-Share Alike 3.0 
    United States License. To view a copy of this license, visit
    or send a letter to
      Creative Commons
      543 Howard Street
      5th Floor
      San Francisco, California, 94105 USA

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