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FAQ/Walkthrough by Warhawk

Version: 3.0 | Updated: 11/22/13

Winner of GameFAQs' FAQ of the Month November 2013

Ben 10 Ultimate Alien: Cosmic Destruction FAQ/Walkthrough

by: Stephen "Warhawk" Harris

Covers: PlayStation2, PlayStation3, PSP, Wii, Xbox360

Date Created: October 16, 2013

Date Finished: November 21, 2013

Facebook: http://www.facebook.com/WarhawkFAQs

PayPal Donation: warhawkfaqs@ymail.com

Version: 3.0

Introduction

Hello. Welcome to my guide for Ben 10 Ultimate Alien: Cosmic Destruction. I have been asked "What made you want to write for a Ben 10 game?" One of the reasons being that there aren't any guides up for most of the Ben 10 games up and felt that they could use one done by someone. Even to a point where I have went about watching the show so I can familiarize myself with the source material to know who is who and know most of the stuff about Ben 10. There may be something that I may mess up on with something along the lines and hope that anyone that knows more about Ben 10, do not be afraid to e-mail me with any of those corrections or additional information. I want to give the Ben 10 fans out there a guide to all of the Ben 10 games if possible and keep an eye out for a guide for the other games.

Contact

To be able to contact Stephen "Warhawk" Harris please drop me an e-mail at gamefaqswarhawk@gmail.com, with any questions, comments or any information that you may believe that I may have missed in this guide. Please don't send any hateful mail because I will not tolerate it because it can be considered harassment, so please make sure you know what you want to ask / comment before you send the e-mail to me. Be sure to have Ben 10 Ultimate Alien: Cosmic Destruction in the subject so I don't accidentally delete the e-mail. This includes sending e-mails with some picture which may be inappropriate. Please if you send me any e-mails with any kind of vulgar language such as the "F" word. You may also like me on Facebook to know about any future plans I will have with guide writing and all. Any questions asked on the page I will try my best at answering to the best of my knowledge about any of the guides I have done in the past, and yes even if it's a question on that game I done one for. Even if it is to ask me what I plan of doing next and all.

Controls

PlayStation2

ControlFunction
Move
Move Camera
Jump / Make Selection
Melee Attack
Interact
Block / Counter Attack
Center Camera
Modify Quick Switch
+ Quick Switch
Pause Game
+ / / / Special Attack

PlayStation3

ControlFunction
Move
Move Camera
Jump / Make Selection
Melee Attack
Interact
Block / Counter Attack
Center Camera
Modify Quick Switch
+ Quick Switch
Pause Game
+ / / / Special Attack

PSP

ControlFunction
Move
+ Move Camera
Jump / Make Selection
Melee Attack
Interact
Block / Counter Attack
Center Camera
Modify Quick Switch
Pause Game
Quick Switch
+ / / / Special Attack

Wii

ControlFunction
Move
+ Move Camera
Jump / Make Selection
Melee Attack
Block / Counter Attack
Modify Quick Switch
Quick Switch
Pause Game
+ Special Attack

Xbox360

ControlFunction
Move
Move Camera / Change Aliens
Jump / Select
Melee Attack
Interact
Block / Counter Attack
Center Camera
Modify Quick Switch
+ Quick Switch
Pause Game
+ / / / Special Attack

Walkthrough

Chapter One: Catacombs

Sumo Slammer Cards: 3 - Recommended Aliens: Terraspin, Echo Echo, Humongousaur - Optional Alien: Swampfire - Boss: Enoch

This stage starts off with a cutscene with Gwen and Kevin fighting the Forever Knights and Ben is having trouble getting the Omnitrix to work due to Jimmy trying to contact Ben to help him out in any way that he can. After the cutscene you'll be given a screen with three Recommended Aliens that you'll need the use of for the stage along with a fourth optional alien. The three recommended aliens are Terraspin, Echo Echo and Humongousaur. The other can be any other alien of your choosing but we can leave it at the choice of Swampfire. Also at this screen you can go about upgrading each alien if you have enough DNA points to do so but you can also do this during each stage in case you don't wish to wait to the end of each stage to upgrade the aliens in the Specials or Attributes [listed in latter section for easier find].

At the start of the stage there'll be some objects that you can destroy to your right to earn some points that will help upgrade each of the aliens as you progress throughout the game. Also destroying some of these will restore your health and to help recharge the Omnitrix to perform combos for each of the aliens you can morph into. Head back towards where you came in then to your right heading to the next area. You can destroy the vase on your way for the DNA points. Once there where you came in from the area will cave in preventing you from trying to go out where you came in so scratch trying to head that way out. Here there should be a device that you'll need to lower the lever and some breakable objects for more DNA points. Pull the lever so the gate will drop but the only problem is you'll going to deal with some Pickaxe Minions here. They aren't too tough to deal with and should pose too much of a threat against you.

Pickaxe MinionRating
Toughness:*
Strength:*
Ranged:
Melee:*
Speed:*

There'll only be six of them to deal with and as I said they shouldn't be that much of a hassle to deal with and once that you have taken them down the other gate will lower as you can now have access to getting through to the next area. Make your way through the area and around the corner then double jump the stair like area to the top. The first one is easy to double jump using Ben but the next one not so much as you'll need one of Ben's alien forms to get over the second step. You can either use Swampfire or Terraspin to get up to the top into the next room that you need to get to. When up there there'll be some more breakables that you can destroy to get some DNA points and health regenerate to get your health back up there if you need it. Head into the creepy room where with ghosts flying around and once again some breakables to destroy in the area but watch out for the Pickaxe Minions in this area once again. There will be a total of ten of them to deal with in the area. After dealing with them head to the where you have to jump between two pillars and once again either Swampfire or Terraspin. As soon as you get up there head around the corner but watch out for the crack in the floor with lava. Swampfire or Terraspin to help get over this area though either is preferable to get past this little section. Once through head around the corner and now it seems as though you have reached a dead end but don't worry that there's a way through it. Use Humongousaur to break past the wall to get into the room on the other side. Now on the other side of the room you'll run into one of our favorite alien bad guys Vulkanus.

You won't have to worry about fighting him just yet but he'll be sending his minions after you instead to fight you and at this point you'll be able to go Ultimate for the first time in the game but one of the few times that you'll be able to go Ultimate in the game. Which is the only downfall of the game not being able to much as you play throughout the game. There's going to be at around two dozen if not more of the Pickaxe Minions to deal with give or take before you can go about progressing through the game any further. By the time that you finish off the last of them Vulkanus will run off and don't worry you'll get a chance at him before the stage is done with. Now you'll have to use Echo Echo to help get the device working by making a clone to activate the device to get to where you have to go now. If you haven't yet there are some breakable objects to destroy if you want to for the points and then head up the stairs. Transform into Swampfire to best with the double jump to get across the pillars that were brought down after activating the device using Echo Echo. As you make your way across there's going to be more Pickaxe Minions to deal with in this area. When they are down there's going to be a way out but it's way too small for Ben to crawl through and the only way to get through it is to morph into Echo Echo again to get through the ventilation shaft. Destroy the breakable objects for more DNA points if you want to before going through the ventilation shaft using Echo Echo to get to the next area. When you reach the room transform into Humongousaur to move the big crate type onto a button on the floor to lower the gate.

Once the gate is down head into the corridor and a little ways you'll come across more Pickaxe Minions to deal with at around half a dozen give or take. Continue down the corridor until you come to a room where you'll see a gate and something you can move using Humongousaur but only problem is that the gate is up and looks as if there's no way to move it to where you need to. Where there's a will there's a way. Look to the right and there should be another ventilation shaft that you can head through via Echo Echo to get to the other side of the gate so that way you can lower it. Lower the gate via the switch and head past the gate and then transform into Humongousaur to move the stone into the hole in the wall. After inserting the stone structure into the hole where you inserted it will move down allowing you to enter the corridor. There's going to be more Pickaxe Minions to deal with in this room at around a dozen give or take. Dispose of them before you deal with the lever in the room to lower the gate in this room. Once you have pulled the lever down, and the next area the best one to use in this spot is going to be Terraspin with being able to fly/float to the next spot while not have to worry about landing on the spikes. As the roof opens you'll see a hidden pillar that you can get on which is a good thing. The wall to your left should be weak and use Humongousaur to break it to get more DNA points to use towards upgrading your aliens. When that is taken cared of head over the spikes using Terraspin and once across there should be what looks to be a Omnitrix symbol to be able to save your progress thus far in the level if you wish. The wall near the save point should be a weak wall that is breakable by Humongousaur. Head through the corridor and deal with a few Pickaxe Minions then by the time you reach the end where there's a gate there's going to be a few more of them to deal with. Upon defeating them the gate will lower and now comes a challenge of the level and maybe one of the hardest of this stage.

Head over to the right and bust some breakables along the way. Enter the small room to the right where you'll see a crate that you can only move with Humongousaur. You don't have to move it far on the button on the floor and by doing this the horse statue will rise up along with some pillars and some kind of crank will also pop up. The crank can only be turned by Humongousaur. After turning the crank the roof will open up and you should be able to see which ones are the "fake" pillars. Another good area to use Terraspin to help get across this spot of the level. By seeing which are the fake ones you should be able to get through this part even if the roof is to close as you make your attempt to the other side of it. Now that you get across head through the corridor until you see a gate, but without having to deal with some Pickaxe Minions by the time that you get near the gate. Defeat the two Pickaxe Minions to lower the gate and now we're in an area where you'll need to use Terraspin the most in. In this area you'll need to use Terraspin's extra boost to get to where you have to get to next. Use the lever to lower the platform next to you. Jump onto the platform and then it'll take you back up. When you have got to the top and pull another lever to show two fake platforms and jump onto the real one to get to the next area by jumping on it. When you get close and jump off the moving platform to the next. Pull another lever to do just like before but this is one of the tricky parts of this area. There are three of them that you have to jump from to the other and one that will require lot of patience to get past it. You'll want to time it just right in this part or you may get frustrated in trying to get past it. When the real one comes to you if you time it right you can just step right down on it without having to jump to get onto it.

Once on the next platform this here is the tricky part of it. There should be a moving platform to the left that comes to you and when it does step down on it and be quick when it comes to you before it has a chance to move away from you. When it comes to a stop look ahead and when the platform that's ahead of you gets as close as it can float to it and time it right to land on it. As soon as it gets to the platform either walk onto it or jump on it then head to the left to the lever over on the wall. Now comes to the hardest part of the area of the stage as I was referring to just a little while ago. Get onto the moving platform and when it comes to a stop jump to let Terraspin fly/float to the next moving platform and onto the platform after that one. This part can be a pain if you're not careful jump onto the platform and when you get near go to the one on the right then to the one head of you until you get on to the platform where you'll have to pull another lever. The lever will lower a gate and a ramp will go up so you can go about using Terraspin's boost to get to where you have to go from there. Wait for the platform to come to you jump on it and when you approach where the ramp is jump there then use Terraspin's boost to get to the next spot. You'll come across another save point if you wish to save at this point. After the save point you want to stay as Terraspin due to the spikes that come up out of the floor. You want to time it right and float across it but the spikes may be able to touch you if you don't time it right. Once that you are over it head to the end of the corridor only to run into Vulkanus once again and this time better be prepared to fight him.

Sub Boss Fight: Vulkanus

Ben Tennyson vs. VulkanusAs you prepare to fight Vulkanus watch out for the Pickaxe Minions as they'll try to distract you from Vulkanus. For this fight I recommend using a strong alien such as Humongousaur or use NRG. If using NRG one of the best attacks to try using against the Pickaxe Minions and even on Vulkanus is what I'd like to call Nuclear Blast. Although if you're using Humongousaur punch your way past the Minions and get some hits in on Vulkanus but watch out for the gun he uses.

Try avoiding getting hit by any of his shots as best as possible. If you have decided to go with Humongousaur for this fight one of the best things you can do is to try to stay on Vulkanus as much as you can even with the Minions around and don't give him an inch to work with. As long as you keep making hits with punches and double axe handle on him you should be able to do significant damage to him and this fight should be able to get through quickly. But if that may sound too extreme you can take a little breather in-between hits to think of a next move to pull on him, but sticking close to him is the best way to get past Vulkanus and to finish the stage.

When you have made your way past Vulkanus use Terraspin to get over the pit and there are breakables to destroy for points as well as health if you decide to get them then head through the corridor. On the way through there'll be a door where you'll need to use Echo Echo clone to help open the door to get through. Continue on through the corridor until you come into a room where you'll see a lever. Pull on the lever to lower what seems to be a bridge but turns out that it's just a illusion and once again this calls for Terraspin. There'll be another lever to pull down once across to lower another part and once again another part of it is just an illusion but use Terraspin to get across with by floating across but wait for the platform to get as close to the fake one before doing so. When on it let it go back by the wall then double jump over to go in the corridor. As you make it through this corridor there'll be a new type of enemy to deal with, the Spartans.

SpartanRating
Toughness:* * *
Strength:* * *
Ranged:
Melee:* * *
Speed:* * *

There'll only be four of them to deal with before the gate at the end of the corridor is lowered. Now we get into another room with another puzzle to work with and there should be a vent again big enough for Echo Echo to make his way through it. When you reach a room once again another lever to pull down which will lower the gate but there'll be a stone structure you'll need to move using Humongousaur. Move the structure onto the lift. Once the structure is on the lift the cage like that was around the crank station in the room will be lifted up. Head back up by it transform into Humongousaur again if you had to transform back into Ben to get back up there to turn the crank help bring the stone structure up. As you crank it up it don't go up all the way just far enough to where you have to transform into another alien to get across and Terraspin is the turtle for the job. Head over there with the floating maneuver and after you land transform back into Humongousaur to finish the job you started on the other side but without having to deal with another type of enemy.

Spartan RangedRating
Toughness:* *
Strength:* *
Ranged:* * * * *
Melee:* *
Speed:* * *

After working your way through the Spartan Ranged as well as the other Spartan before you can go about working on the crank to finish what you had started. There shouldn't be too many of them to deal with and once they are dealt with transform into Humongousaur to get the rest of the job done with the crank. When it is up move it over in the space in the wall to lower it and when you do that there'll be another save point if you need to save to this point again. While there are some breakable objects you can get the DNA points and after you do that head up the stairs but keeping in mind of the part of the stairs that is an illusion like in a couple of the rooms prior to this. Use Terraspin to get over the fake part of the stairs and up to another corridor. After making your way up to the top of the stairs then we'll see one of the Forever Knights heading up a lift and only to find out it's their leader Enoch.

Boss Fight: Enoch

Time to fight Enoch, and don't expect this to be like when you fought Vulkanus earlier in the stage. While you have to try to dispose of the Spartans but you'll have to worry about Enoch taking shots at you as you do so. After taking care of that batch of Spartans there should be a stone structure that is moveable by using Humongousaur. Move it into the spot under Enoch and should lower one of the pillars to weaken the force field that's protecting him and you should see a platform slide out. Now it's time to head to another one and head to the left of where you put that one in. You can use Terraspin or Swampfire to make your way over there, don't matter which.

Again there'll be some more Spartans to deal with as you make an attempt to push another stone structure to lower another pillar so you can move in for the attack on Enoch. Moving the second one isn't going to be easy as there's some debris in the path and the only way to get rid of is by transforming into Humongousaur to destroy it and then to move the structure under the platform Enoch is on. Shove it under the platform to disable another pillar to weaken the force field and once again another platform comes out. Do the same as the last time to get over there by either Terraspin or Swampfire. Once again Spartans to deal with before you can go about moving the last platform to deal with Enoch and keeping in mind that Enoch hasn't stopped trying to fire on you as you do all of this. When it comes to the last one I'd recommend pushing it with Humongousaur as close to the closed gate as possible and when you do transform into Echo Echo for the clone to open the gate. Transform back into Humongousaur and push it in to deactivate the force field surrounding Enoch.

As it's time to face Enoch and it can prove to be a little difficult as he will try to send in clones of himself to deal with you. I recommend using Humongousaur for this battle and try staying on him as best as you can but if you get enclosed by him and the clones you want to try to get away to get a breather in before going back in to attack him. As this fight goes on you have to figure out which one is the real Enoch to strike and it shouldn't be too hard to find the real one to throw in some punches along with double axe handles to deplete his health more. By doing this you will be able to defeat Enoch but if you need to replenish your health there are breakable objects around to smash to get your health back up there. As long as you can strategize your moves against Enoch well enough you can get past the first stage without a problem.

Chapter Two: Eiffel Tower

Sumo Slammer Cards: 3 - Recommended Aliens: Water Hazard, Swampfire, NRG - Optional Alien: AmpFibian - Boss: Saunder

I hope that everyone knows some French for this stage and visiting Paris, France for the second stage of Ben 10 Ultimate Alien: Cosmic Destruction. At the start of the level if you move the camera to look behind you you'll find the first Sumo Slammer Card of this stage and I shall have a list of where to find them in a later section of this guide so if you don't see listed in the levels you can scroll down to there to find a list on where they are found. Head towards where the walkway is separated by water and you'll need to use Water Hazard to shimmy across the pipe to get across. When getting to the end of the first one you'll have to do the same thing again to get to the next part. Now comes what could be a tricky part in this part of the stage. You need to stay transformed as Water Hazard and jump on the ledge of the window closest to the water and then make a jump to the window ledge of the one on the left. There will be two other window ledges to get to and a platform before having to do it again for another three times before having to go about shimmying again on another pipe. When through head up the stairs and afterwards you'll encounter your first type of enemy of the stage known as the Orfbeast.

OrfbeastRating
Toughness:* *
Strength:*
Ranged:
Melee:* *
Speed:* * *

Once you defeat the four Orbeasts and need to transform into Water Hazard. Go to the left of the Gate using Water Hazard's water attack to on the stone structure on the other side to open the gate. Head past the gate and when you get near a green like substance coming out of a pipe it'll be time to switch to Swampfire and use his fire attack on it. Once you have hit it with the fire it'll travel down the pipe and make a couple tanks explode to where the wall is opened for you along the way. Make it past where the wall crumbled another new enemy to deal with the Criminal Alien Melee.

Criminal Alien MeleeRating
Toughness:* * *
Strength:* * *
Ranged:
Melee:* * *
Speed:* * *

Defeat the Criminal Alien Melee and work your way up to the next are only to worry about more Criminal Alien Melee as well as some Orfbeats. After making your way past them a gate will open for you. Go through the doorway only to encounter new enemy with the Criminal Alien Sniper.

Criminal Alien SniperRating
Toughness:* *
Strength:* * *
Ranged:* * * * *
Melee:
Speed:*

The only way to defeat the Alien Snipers is by using something on the ground that'll take them out. The one on the left you want to use NRG's Radioactive Blast on the pole to your left which will drop on the Sniper there. As for the other you'll want to transform into Swampfire to make the barrels to explode to take care of the other one. Once you have done that the gate will open to allow you to continue on in the stage. After that there'll be another new enemy that'll make its first appearance in the game, a Forever Knight Melee.

Forever Knight MeleeRating
Toughness:* * *
Strength:* * *
Ranged:
Melee:* * *
Speed:* * *

There'll be a fair share of Forever Knight Melee generating to try to take a crack at you. After dealing with them there should be a ledge to the right you can climb onto using Water Hazard to get inside the building. Get onto the ledge then jump to the one above and finally to the window ledge. When inside there'll be another new enemy to deal with the Forever Knight Ranged.

Forever Knight RangedRating
Toughness:* *
Strength:* *
Ranged:* * * *
Melee:* *
Speed:* *

When up in the room there's going to be half dozen, Forever Knight Ranged to dispose of the door will open and be able to proceed. Head through the door into the hallway and you'll see a save point if you wish to save up to this point of the stage. Afterwards head to the end of the hallway and in what is like a lobby of a castle complete with stairs. You'll see something that you'll need to open up but before you can do that you'll have to deal with more Forever Knights before you can even make that possible. There'll be roughly nine of them to take care of and after that they're dealt with a few of the teeth on the dragon like structure will turn green. Transform into NRG and use the Radiation Blast to melt the teeth but after that enter the room as NRG and pull on the lever. By pulling the lever a green mist will start coming out of the stairwell. At this point you want to transform into Swampfire to set those on fire with the fire balls. When you set them on fire walk up to the next part transform into NRG to melt the heads of the statues on the stairwell so you can finish up setting the stairwell on fire. The one on the left will set up for a puzzle. This puzzle can be rather tricky to pull off but you'll need Water Hazard to pull it off. You'll need to start on the left and slowly work the water blast to the left then another will come up and shoot that one. After that another will come up to target it. When the one on the left comes up go with that one then back to the third one followed by the second and finally back to the fourth one. By doing this you should be able to get the gate open so you can finish up with Water Hazard's water blast.

A green mist will appear and transform to Swampfire to set it on fire. If you head to the right of the stairwell where there are two Knight Statues with swords preventing you from entering the small hallway. To get in there you'll need to transform into NRG to melt the swords to gain access in the small area. Therell be another lever that is activated by using Water Hazard. When activated do the same as you did on the other side transform into Swampfire to set it on fire. As you make your way back down the stairs the heat from the flames will burn the wall decoration revealing a door that is locked but there's only one way to "unlock" this door. Transform into NRG to melt the lock right off the door. When the lock gets melted off the door will open itself for you to enter the next area. Since the stairwell is already on fire all you have to do is stay as NRG as you make your way up to the top of the stairs and melt the heads on the top of each side of the stairwell to open the door to a puzzle like area like in the first stage of the game. When in the room head to the right to melt gold type structure using Nuclear Blast to reveal a button with a water symbol on it meaning that you'll have to transform into Water Hazard for this. Use Water Hazard's water attack to move a platform to jump on but it's too far away to get to it, so you'll need something to help get you over to it. Head over to the left then do a double jump to get on the ledge and get on top of it. There'll be another button to use the water blast on and should put another platform so you can now get across.

Do a double jump to each platform and onto the last one. Once across you want to transform into NRG to be safe from being affected by any of the radiation that leads into the hallway that you want to get into. When you are in there watch out for the boards that you walk on due to them being on the weak side and not being able to hold significant amount of weight. Head around the corner but to your surprise there'll be more of those boards that are weak so the question is how to get across them without having to fall through and to your doom. You may want to transform into a lighter alien like Swampfire or Water Hazard to get across but try not to stay on them for long and try doing jumping from one to the other to help out in any way. When you make it across there'll be one more to worry about and there'll be another save point after making it past the last one. With a stairway around the corner heading down transform into NRG to protect yourself from any of the radiation that's on the floor of the room. At the bottom there's no door but there is a break in the wall showing that you can bust your way through the wall and since you really can't transform into any other alien you can break through the wall by punching your way through it. Entering in the art room and you'll come across by none other than the Vreedle Brothers.

Sub Boss Fight: Vreedle Brothers

After trying to get the Vreedle Brothers not to take what is in the room you'll have no choice but to fight the two of them and it can be a little tricky facing two opponents at once. One of the best aliens to use in this battle is Four Arms. If you don't have him amongst the aliens you can bring up the omnitrix selection and replace one of them with Four Arms. When the battle starts Rhomboid Vreedle will be the first to try to attack while Octagon will stay in the background as you fight Rhomboid. Best thing you can do is keep throwing punches at Rhomboid and at around halfway to three quarters of their health drained Rhomboid will be down for the count leaving Octagon alone in the battle. Just like with Rhomboid you want to use the same strategy on Octagon but it shouldn't be much to fighting Octagon as opposed to fighting Rhomboid as it shouldn't be too hard to bring the other Vreedle Brother down for the count. After beating both Octagon and Rhomboid Vreedle, Saunder will make an appearance to take what the Vreedle Brothers was there to steal in the first place.

Now it's time to chase down Saunder to try to get the artifact back. In order to go after Saunder get on the chest to the right of where the artifact was and double jump to get to where you then shimmy across but can be a tad tricky to get to the top. Now double jump to the ledge with the lights on it followed by double jumping to the left to get on that ledge then finally double jump to the ledge to the left again so you can get on top. Head through the hallway and up the stairs then into a small room only to come across a new enemy type that you have to deal with known as the Havocbeast.

HavocbeastRating
Toughness:* * * *
Strength:* * * *
Ranged:
Melee:* * * *
Speed:* * *

This will make a tough one to make it past due to having a shield to try to help protect himself from any of your attacks. If you still have Four Arms amongst your aliens he would be a good choice to go against this new enemy and one of the best things to do is try sneaking to one if it's sides to make your attack on it from there. After defeating the Havocbeast there'll be another one to appear alongside a couple Criminal Alien Melees. When you have defeated all of them then there'll be a newscast with everyone's favorite news anchor Will Harange. Now head outside opposite from where you entered the room. Once outside head to the wall in front of you, transform into a alien like Swampfire or Water Hazard to do a double jump to grab onto a ledge sticking out then do another one to grab the ledge to get on top. Head to the electric outpost jump onto that and once again jump to get to the top cause you'll need to get a bridge down. Take a right to head inside a building and head up the stairs. When reaching the top head to the left and destroy the crates. Head to the right and lower the lever to release a gas then get a safe distance transform into Swampfire then fire at the gas to knock the door down but watch out for the nuclear mess. Transform into NRG and head outside to pull the lever to move the crate then head down to where you are even with the crate then use the Nuclear Blast so you the crate can drop to create a bridge. Drop back down to where you jumped up from the ledge and head to the right then around the corner to go across the bridge that you just made. Once you make it all the way across use an alien with a double jump to get to the top of the ledge. As you do another new enemy to deal with a Criminal Alien Lieutenant.

Criminal Alien LieutenantRating
Toughness:* * * *
Strength:* * * *
Ranged:
Melee:* * * *
Speed:* * *

After getting past the Criminal Alien Lieutenant there'll be two more that come in along with two Havocbeasts. Although with the Criminal Alien Lieutenants you have to get them to lower their shield to take them down. When they're all down and out for the count there'll be a gas tank with gas leaking out so transform into Swampfire to make it explode. Once you do that transform into Water Hazard to open the door and head on inside. There'll be a save point and I would recommend saving at this point in case you go about messing up and can start from this point. As Saunder will try to burn the building with you in it and only have roughly ninety seconds to get out of there before you burn to a crisp or get caught up in any debris. One of the best aliens to use in this area would be NRG since he's impervious to any kind of heat. When you enter the burning section head to the right then across but you'll have to jump over. After doing that head through the door jump onto the floor then go so far before having to jump again. Once there punch the door down and use it as a bridge to get to the building across but that one is on fire too. Watch out for the debris as you want to jump over the beam that came down. Head to the wall and punch your way through the wall to get out of there.

Boss Fight: Saunder

SaunderAfter that the game will take over and you'll catch up with Saunder. When the conversation with him is over you'll have to make a quick decision to which alien to transform into to make sure the car don't hit the pedestrians. You have three choices to go with: Water Hazard, Swampfire or NRG. Best choice is to go with NRG on this one. After saving them not long afterwards you'll have another quick decision to make and the choices are the same as last time. Best choice for this would be Water Hazard.

Afterwards you'll have the game's second Ultimate Alien part and this time for a boss fight and against Saunder. You'll have to deal with Criminal Alien and Havocbeasts as you go about fighting Saunder. As you fight Saunder you want to go about firing fireballs at him when you get the opportunity at him. The best time to fire on him is when he's just hovering but when he goes about flying around is when you have to watch out for the minions he'll send at you as you have to dispose of them as quickly as you can. All you have to do during this fight is do what is listed here but have to be careful that you don't get stuck in any nets as that'll slow you down and allowing him to get a hit or two on you. Although Saunder does seem to be a pushover in this fight when you can start whaling on him with the fireballs. Keep it up with this and he should be down in no time.

Chapter Three: Devil's Tower

Sumo Slammer Cards: 3 - Recommended Aliens: Spidermonkey, Armadrillo, Humongousaur - Optional Alien: Echo Echo - Boss: Sixsix

From the start of the stage it won't be long before you run into the first enemy of the stage known as the R.E.D. Grunt.

R.E.D. GruntRating
Toughness:* *
Strength:*
Ranged:
Melee:* *
Speed:* * *

Upon defeating the one you'll have up to an additional dozen at most of the R.E.D. Grunts and then there'll be an encounter with another Bounty Hunter, Kraab. He'll end up destorying most of the bridge that you'd be using to get to the next area. This would be a good time to use Spidermonkey. Head to the bridge and there'll be two grapple points to use to get across the bridge due to Kraab. Once across not far from getting there should be a little ledge you can go down and there should be a Sumo Slammer card that's easy for you to find if you don't go by it without knowing about it. Get back up to where you were head straight and you'll need to jump over three rock platforms to before you can get to the next area. Once over there you'll need to transform into Humongousaur to move a mining cart type over to a lift and to the lever on the right to lift it up to where you'll need it. When you have done that head up then move the mining cart to a set of tracks but once you get it there a lever will come down. Pull down on it to fill up the cart and after you do that the cart will roll to open the way into a mine. Enter the mine and once in you'll want to head to the left but then it'll lead to a dead end. You want to transform into Spidermonkey to grapple onto something to pull it towards you thus opening the gate if you were to have tried going to the right. Head back to where you came in but head to the left to head out where the gate had opened then double jump over the hole. When you do there'll be two new enemy to face, a R.E.D. Melee and a R.E.D. Sniper.

R.E.D. MeleeRating
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Strength:* * *
Ranged:
Melee:* * *
Speed:* * *
R.E.D. SniperRating
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Strength:* * *
Ranged:* * * * *
Melee:
Speed:*

As you face off against these two, go after the R.E.D. Melee first before you attempt go do anything to the R.E.D. Sniper. When you have finished off the on that you can head near the sniper transform into Spidermonkey if you haven't transformed back into Ben or any of the other aliens. You'll need to use the grappling move to take care of the Sniper enemy. Once the R.E.D. Sniper has been dealt with there'll be at around ten R.E.D. Melee to dispose of. Now after dealing with them there should be a crank nearby, head over to it and transform into Humongousaur to turn it to open the nearby gate. Head past the recently opened gate, follow the path and onto the bridge jump over where you'll see a save point if you wish to save your game. Go inside the building to deal with three R.E.D. Melees before you can progress further. Now head over to the gear transform into Armadrillo, and you'll want to use the drill on his arm to turn the gear to open up the door to the left of it. Head outside and down the steps then you'll run into a new enemy of the stage, R.E.D. Ranged.

R.E.D. RangedRating
Toughness:* *
Strength:* *
Ranged:* * * *
Melee:* *
Speed:* * *

There'll be one of them to defeat but after you defeat it there'll be another one to come up along with three R.E.D. Melee and at least one to two more of the R.E.D. Melee. Head into the mineshaft and you'll be automatically be taken to the end of it but there's going to be a catch here. The bounty hunter Sixsix is on the edge of the cliff near a boulder and will send it down your way so you'll have to get to a safe spot before the boulder can turn you into a pankcake. Best alien to use is Spidermonkey due to his mobility. As you head down the hill and when you get to where you see some boards on the left but you want to wait until the boulder gets near before going onto them due to them being weak so you can't stay on them for long. Time it right to get on the boards to let the boulder go by then back on the hill downward but when you do another boulder is on its way. Making your way down with another one coming after you when you come to a bridge you'll have to make a jump and not far after that there should be another board ledge you can get onto. Do the same thing here and by the time you do you may be barely getting onto it. Once again after getting back on the hill downward another will be on its way and the next wooden ledge is going to sneak up on you so be on the lookout for it with it being around a corner. Time it right to get on it before the boulder gets to you and get back out after it bypasses you. When you do you'll have one more boulder to deal with before you'll be done with the boulders chasing you down. You'll have to jump over a bridge on the way down and when you get near what looks like a way in a mine shaft but isn't the game will take over as Ben jumps into the small area to clear the boulder.

Once that is over head in the area around the corner but when you get there you'll need to transform into Spidermonkey to grapple across to the next area. When over there there'll be a R.E.D. Melee and a R.E.D. Ranged to deal with. As they come towards you about a dozen or so of more R.E.D. Melee will appear and more to deal with in this section of the stage and once again time to go Ultimate again this time with Spidermonkey. After going Ultimate Spidermonkey it's time to deal with the horde of enemies to deal with in this area but when you defeat a small handfull a R.E.D. Sniper will appear to try to help out the other R.E.D.'s. To deal with the Sniper is to go over by a pole and strike it to have it fall onto the Sniper. Afterwards you can go about cleaning up the rest of the mess of the enemies. When all of them have been dealt with the gate to the stairwell will open up and now you can head up there. Climb the stairs to the top and to the right then transform into Armadrillo to move the gear to bring up a drainage gutter. Now head back then you should see a place to be able to grapple over using Spidermonkey. Head over to the water tower then transform into Humongousaur to turn the valve to get the water out of the tower and into the drainage gutter. Now the gate that were previously closed should open now. Head there and jump over though there'll be a save point if you decide to save in this area. Make your way to the right to where the mine digger is, time it right to hitch a ride up. You may want to use a alien that has a good double jump like Spidermonkey or Big Chill. When across head around the corner but if you transformed into Big Chill you want to change into Spidermonkey as you get to the end of the corner due to having to grapple to the next area. Head around the corner heading to the bridge but you won't be able to cross it before the game takes over and have to face the sub boss of the stage, Kraab.

Sub Boss: Kraab

During the fight against Kraab you'll have to watch out for the guns that'll fire at you from the mountain in front of you. Best alien to go with for this fight is Humongousaur. During the fight watch out for Kraab's pincher and you want to try to bait him into using it so you can work around it to throw in some punches in on him. That's the strategy using Humongousaur in this battle by throwing punches while trying to avoid being shot at and being hit by the pincher. As long as you can lay down a good smackdown of punches on Kraab this fight isn't going to last long and should be go down within a minute assuming if you have Humongousaur upgraded decent enough prior to this fight.

After defeating Kraab a stairwell will come up out of the ground and the doorway will open, head inside and there'll be an terrestrail being that'll need your assistance in extending a bridge. Upon following this mysterious being there'll be five R.E.D. Grunts and one R.E.D. Ranged to deal with, and you'll have another puzzle to deal with here that'll require transforming into Armadrillo. You'll want to turn the middle one once, then the right one once and finally the left one once to complete the puzzle. Once the door is open head in and head to the next room only to find out you have to do more to get to the area of the birdge of this area. Head to the right transform into Spidermonkey to grapple up to the next level. As you get on the second level of the room and head to the center to activate a switch which should raise the platform that the being is standing on, allowing him to come up to where you're currently at. Head to the left to where you can see something you can grapple by using Spidermonkey to the third level of the room. Do so and then you'll then need to transform into Humongousaur to pull on it to help the being to the third level of the room and a bridge will come so you can get across to the other side of the third level. Enter the door but you'll have to deal with three R.E.D. Melee before coming to a "T" in the corridor, so now which way do you have to go now? If you head to the right it'll be a dead end and two R.E.D. Grunts to deal with so scratch out going that direction.

By heading to the left and into another room you'll come across another puzzle to do in this stage. There'll be two machines that will release a power cell to connect to four corners. It shouldn't matter which one you go with first to get a power cell to move to the corner and after you get one out to each corner the being will have to walk over to activate each of the four cells that you release to put in place. The only downfall is that after the first one only two more will light up where you have to put them in and the last you'll need to transform into Spidermnkey to pull something out to help get the last one to light up to put the power cell in it. Once you do that all of them should be ready to put a power cell on them. After all of them been set and the being has put them on there's one last task and that'll be to set the computer of where the being goes after messing with the last cell. When that is done head through the doorway and down the corridor and when you get near the end there should be a spot to the left that you can save your game but I recommend saving your game at this point. As you head through the door to fight the boss of the stage, and one of the other bounty hunters. None other than Sixsix.

Boss Fight: Sixsix

Ben Tennyson vs. SixSixOne of the most interesting battles that you'll have to do in the game and it can be one of the toughest that you may even encounter. EVER! One of the important things to watch out for is when Sixsix fires his gun at you cause if you get hit once you'll get hit at least one to two more times before you can move again. Another attack that you want to watch out for is that is like a flash bang grenade and slowing you down so he can try getting another opportunity to attack. I recommend using Humongousaur to attack him when you get close to him but watch out when he uses flashbang when near him. At first you need to keep an eye on where he goes so you can try getting near to get some hits in on him but each time it may result in the same flashbang move to slow you down so he can attack or flee.

When you have done enough damage he'll flee to some platforms that are sitting on some lasers and there's no way that you can go over there to attack him whatsoever so you'll need a new course of action to bring him back over to get more hits on him. Once that he's over there a computer will come up that will allow you to bring up some crates to help out in bringing him back over and you ask "How would those help in bringing him back over?". The answer is simple, move it to the left or right on the buttons on the floor. Which one will you move to one is up to you it don't matter which way that you take with this move. As you attempt to do so he'll introduce a new move by firing at around four missiles at you to try to get you from moving either crate to where you need to get them.

When you have moved that one to where you have put it there should be a switch to the right or left of the crate that you'll need to pull depending on which side of the room he is over above the lasers. The crate will then do some damage to Sixsix but he'll be staying over there which means that you'll have to move the other one but watch out for the rapid fire attack he'll try to incorporate this time around. It'll do damage to him like the last crate done but now he moves to the center and this time you'll need to transform into Armadrillo for this time. He'll still try to do the rapid fire but if you're still Humongousaur you can block the move before you transform into Armadrillo. When you can get the middle one down and Sixsix falls on the laser he'll come over and then you can deliver the final blows to him to finish up this fight against the other bounty hunter.

Chapter Four: Great Wall of China

Sumo Slammer Cards: 3 - Recommended Aliens: Swampfire, Big Chill, AmpFibian - Optional Alien: Water Hazard - Boss: Dragon

Terracotta MeleeRating
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Here we are in China, but we'll only be around the Great Wall for most of the stage. First thing that you'll going to need to do is face off with three Terracotta Melee before you can advance in the stage and once you do go through the gate that had opened up. Once through but there's going to be one thing that you'll have to deal with when you get near the edge of the wall that you're currently on but as you walk near it you'll see a platform moving up. As you get near it you want to transform into an alien where you can perform a good double jump such as Swampfire or Big Chill. Do the double jump even if you get close to grab onto the edge of the platform jump to get on top of it and wait for it to go back up then head on the next part of the wall to continue on until you come to another edge to where you see like air being sent up towards the sky. You'll need to transform into Big Chill to get past it and once you get past that you'll need to stay as Big Chill as there's another that isn't too far away from that one to get to the next area. As you get onto the area past the two air bursts you'll need to transform into AmpFibian to charge up the dial on the ground to open up the dragon's mouth. When it's opened up far enough stop charging and destroy the power supply then enter the next area then head to the end of the path to come across the next enemy in the area the Terracotta Ranged.

Terracotta RangedRating
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Strength:* *
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Melee:* *
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After getting through at least a half dozen of Terracotta Ranged you should see a doorway to head up like a flight of stairs until you come to like a ledge. Transform into Swampfire to throw fireballs at the vines that you see on the other side and once you have done that transform into Big Chill to double jump to some platforms. I recommend Big Chill is you'll need the glide of his wings to help get to each of the next platforms until you can get fully across to the other side. As you make your way to the end there'll be about another half dozen of Terracotta Ranged to deal with and after you have dealt with them head to where you see vines wrapped around some rock. Use Swampfire to burn them away but you'll need to transform into Big Chill to deal with any fire that is still up afterwards and finally use AmpFibian to charge up the dial to open up the dragon's mouth. After its open destroy the power supply and enter the mouth. When through there'll be a save point if you wish to save your game at this point and after you do if you have done so head to the doorway but watch out there'll be three Terracottas to deal with as you get in the room. When they're done for you'll need to transform into AmpFibian to charge up the dial and the door to the right should start opening. Head through the door and into the path towards the door on the other end. As you get by the door it won't open so when you try heading back Terracotta Ranged should come in roughly three of them to deal with and the door will open upon their defeat. After getting through the tunnel you'll come into what seems like a civilization of some sort and there aren't any signs of life, until the next set of enemies appear starting with the Terracotta Lieutenant.

Terracotta LieutenantRating
Toughness:* * * *
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As this new enemy appears and it may be able to pose as a problem due to this one having shields to help protect it from any hits that you may try throwing at it. Best thing to do is to get to its side or back to get any hits on it as well as prevent it from trying to use the shield to protect itself. Upon defeating it there'll be another Terracotta Lieutenant to deal with alongside two Terracotta Ranged/Melee to deal with and once that they are dealt with you'll need to transform into Swampfire to light some "green" gas on fire again like in the last stage to open up the door to the building. Once you have done that there'll be another dial to charge up via AmpFibian and once it gets all charged up it'll end up resulting in making a hole in the wall allowing you to get past this section. There'll be one small problem and there'll be fire around due to the explosion so transform into Big Chill to deal with the fire afterwards. When the fire is out double jump onto the platform and do it again but once you get up there transform into Swampfire to set the vines on fire then back to Big Chill to cool off any remaining flames. Jump over only to transform into AmpFibian to charge up another dial and the power supply afterwards. Next room will have a air vent, transform into Big Chill to get up to the next area. As you get up there transform into AmpFibian to charge up another dial as it'll open the door but it'll also be sending a signal to another part of the level. Once you have done that head out through the door and drop down to the ground then head up the area. When you start heading onto a dirt path there'll be another new type of enemy, Terracotta Elite.

Terracotta EliteRating
Toughness:* * * * *
Strength:* * * * *
Ranged:* * *
Melee:* * *
Speed:* *

When you have dealt with the Terracotta Elite head around the corner and up a little ways before dealing with another Terracotta Elite alongside some Terracotta Ranged/Melee. There'll be at least four to six of the Ranged/Melee to deal with but you don't want to rush into trying to take all of them on at once or you'll be sure to run out of health only to start from the last checkpoint to do that all over again. After dealing with them the door will open allowing you to enter the room and you'll need to transform into AmpFibian to charge the dial to open another door to enter another pathway. Head into the pathway and to deal with two Terracotta Lieutenants with four, Terracotta Ranged/Melee. Get past them to continue down the path and when you get closer to the end there'll be two more Terracotta Lieutenants to deal with. After those two are down for the count transform into Big Chill to help get across the platforms and glide down to the platform at the bottom. Head to the end of the path transform into Swampfire to take down the vines and then to AmpFibian to charge the dial to lower a stone elevator that you can use to get over the wall that's blocking your path. Here is a challenge for this stage as there's a puzzle that you'll need to solve before getting out of this area. Use Swampfire to get rid of the vines and AmpFibian to charge the dial to bring up an electrical output of some kind. Once that it's up as far as it can get up on the ledge to get up on it and then to your left to lower the lever then back down to the dial to help try bringing it up again but to no avail that you'll need to get to the other one. Use the ledge of it to get to the top ledge and then to your right to the platform to pull that lever. Now use AmpFibian to get the tower fully out of the hole then head in to get it to send another signal out.

If you want to get across easily like before when jumping between rock platforms use Big Chill and let him glide after doing a double jump to help get to get to the next area. Once there there'll be a total of two Terracotta Elite and two Terracotta Lieutenants to deal with before you can advance through the tunnel. Upon doing that head through the tunnel to deal with two more Terracotta Lieutenants and one Terracotta Ranged/Melee before the door opens allowing you to head in. When that is done head in the room and transform into AmpFibian to charge the dial. Once you use AmpFibian to charge the dial a air vent will come out, transform into Big Chill to get to the top and after you do that there'll be a save point to save your game again if you wish to save at this point of the stage. As you head towards the wall the game will take over and you'll come across the sub boss of the stage which happens to be some type of General.

Sub Boss: General

First thing that you'll do is to make a quick decision to either tranfsorm into Swampfire, Big Chill, or AmpFibian. I recommend using Swampfire to help stop him in his tracks and after you do he'll send some of his troops after you to deal with you for doing that. As you deal with the half dozen soldiers he'll be doing what he can to send fireballs your way as you take care of the soldiers. Once that you're done with them he'll make another attempt to attack you and you'll only have Big Chill or AmpFibian to choose from if you used Swampfire the first time. Go with AmpFibian and after the attack it'll be the same again face more soldiers but there won't be as many as last time. Once those ones have been dealt with he'll try to come in for another attack but this time whatever choice is left and if you have gone with Swampfire and AmpFibian, that'll leave only Big Chill left to use in the quick decision but that won't be the last move on the General.

He'll send more troops to try to dispose of you in any way that they can. At this point you'll go Ultimate Big Chill this time around and watch out with the horde of troops that you'll have to deal with before you can go about finishing off the Genreal. After fending off what will feel like dozens upon dozens of troops the General will try to make one last attempt to take you out but it'll be up to another quick decision to about finishing him off in two more moves. Do the moves quick or you'll be sorry that you didn't do it.

Once the General has been defeated head towards where Ben was heading as the cutscene started and when you get to the end of the path take a left until you come across another dial that you have to use AmpFibian on to charge it up. Charge it up to lower a lift then jump on the ledge of it then on top of it and get to the top only to charge up another dial to open up the air vent but you'll have to drop down then continue on the way that you were heading. Upon going through the first gate there'll be two Lieutenants as well as four Ranged/Melee to rid of heading to the next area. There'll be a dial that you have to use AmpFibian on but the air vent is covered by some vines and you can't do anythig that this point but to go through the newly opened gate. Head through but use Swampfire to rid of the vines and Big Chill to dispose of any remaining flames then AmpFibian to charge the dial to open up another air vent. When through the next gate to the next area there'll be around four to five Ranged/Melee along with two Lieutenants to deal with and trying to deal with all of them can be a pain to where you'll have to start it over again which can be a hassle. Plan your moves thoroughly to get through this and you should be fine. When done with them you should have a dial to charge via AmpFibian to open up another air vent. Once you do that head to the next area, use Swampfire to take care of the vines and to use AmpFibian to open up another area but destroy the power supply afterwards. Upon destroying the power supply it'll create a ramp for you to go up to another dial to charge using AmpFibian and after charging it it'll open up another air vent.

Use Big Chill to get up to the next area and now you'll have to jump on some ledges then shimmy across to the next ledge. Get through to each one and to the stone ledge that you went underneath before you got to any of the dials. When on it head to the center and transform into Swampfire to deal with the vines. Use Big Chill to double jump and glide to where the vines were and drop on it to double jump again to glide to where one of the air vents is. Transform into AmpFibian to charge the dial to lower this air vent and back to Big Chill to get to the next area via air vent and you'll have to use two of the air vents to get across before you get to the vent that is being clogged up by some vines. Use Swampfire to take care of them to open up the vent. Including the vent you open up there'll be two air vents to use to get to the next area and as you go along there'll be a save point to save your game up to this point. Once you save your game or not head across to the next area and into the door but as you as the game will take over as you'll now have to face the boss of the stage which happens to be some ancient Dragon.

Boss: Dragon

Ben Tennyson vs. DragonPrepare yourself for a challenging boss fight in this stage and while not like the General that you fought earlier this one may take some time to get past it. In order to do damage to the dragon charge the dial in the center using Ampbian which will allow the bucket near the dragon to pour something to allow you to get close to the dragon but watch out for the fireballs. As you get near it transform into Big Chill to freeze the dragon but wait for it to try attacking with a fireball before you freeze it then promptly to Swmpfire to fire at the gas that you see leaking out to do damage to the dragon. As the dragon will go from the center hole to the one on the left head over there to do the same as the battle started it by charging the dial followed by heading over as Big Chill to freeze the dragon and finally using Swampfire to deal damage to it. Head back and to the right then as the previous two times charge up the dial, head over using Big Chill and Swampfire to deal the damage to it but the fight don't end there, as that was just the first part of the fight. Be prepared to deal with the second half of the fight which will change up how you fight it.

With the dragon being back up to full health now the fight has now taken a turn of events and now you have to take a new way to defeat it. Best alien to use for this part of the fight is AmpFibian and what you need to do now is to head over to where you see the blue lights. By heading over there you'll need to wait for the dragon to come near to use AmpFibian's lightning attack to attack the light and when you do it'll do damage to the dragon. Be careful of the platforms you are on cause they'll drop down in the lava to come back up a little later. As it can vary with the platform but you need to watch how this battle progresses to see where you need to go so you can get to the power supply to throw a charge at it do damage to the dragon. It should only take around five hits give or take before the dragon finally goes down but without having to deal with the changing battleground.