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Chapter 7, Mission 2: Hell Hath No Fury.
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You go straight into this mission after the last one, with not even a chance to
save. Abomination has left the Vault, and Hulk has followed. Your foe is not
looking to battle you immediately- like many great villains he would rather
enjoy the suffering of thousands instead of just one, even when that one is his
greatest enemy. The death of Hulk will delight Abomination, but the
psychological trauma Banner and many others, including General Ross, will go
through if the City is destroyed, will be even better. Thus Abomination is
trying to escape Branson Military Base and strike at the City's dam, hoping to
create a flood nearly equal to Hurricane Katrina. You, as Hulk, must stop him.
For once, you will not be alone.
You may notice Abomination has somehow grown bigger and meaner since your last
encounter. Thankfully he's not any more aggressive, but he's still tough to
beat. He has all the same combos and blocking abilities, and though he won't be
grabbing anything here he still can put up a heck of a fight. You need the
Hitchhike ability to grab him now, and he can counter it with a nice wrestling
reversal. Your special grabbing moves aren't useable on a foe so big, so I
recommend not bothering. It is also going to be hard to grab Abomination since
he's moving so fast in this mission. He's not jumping around as you should be
to keep up- just running, but that alone is pretty fast. His course takes him
through Branson Military Base and then around the central Badlands canyons, up
and down several mesas, and ending at Verdugo's Pass. He will stop at several
points and you'll have to beat him up to get him to run off again. Only
concentrate on pounding him at these points- he's moving too fast to take a lot
of damage during the chase and you're not going to beat him here anyway. Thrown
objects will slow him down a little, but you can't really damage Abomination
except when he pauses to fight.
More of concern to you than Abomination is the great amount of vehicles the
military is sending after both of you. Ross has rounded up his remaining forces
and summoned a lot of reinforcements. Ross is really mad that the two of you
did so much damage to his base, and he's not about to let you run loose in the
city- thus the military have orders to destroy all dangerous mutants in the
area even though they're not sure whether to attack Hulk or Abomination first.
Their attacks can't slow Abomination down any more than yours can, but at least
they're going to help a lot in damaging him when he pauses. Stay close to the
big oaf- the military seem to target him more often when you're nearby. You
mainly want to concentrate on attacking your nemesis here by the way- the
supply of military forces is nearly infinite. If they're bugging you too much
or you need green orbs for your life bar, smack them down. Otherwise continue
on pursuing and attacking Abomination. As far as enemy forces, you don't have
any Hulkbusters to worry about here- just tanks and aircraft. Because of their
speed and chase ability, the latter are your main concern.
Abomination runs off at the beginning of the fight, daring you to pursue him if
you "have what it takes." For pursuit your best tactic early on is jumping
along after him, jumping again whenever you hit the ground. Use Air Dashes to
gain distance, and follow the green circle on your minimap if Abomination gets
too far ahead. If you spot a truck and have the ability, grab that truck
quickly and Shield Grind. You will gain a speed advantage on your foe, and be
able to knock tanks out of the way with your momentum. You can also Shield
Grind Kick the board at Abomination to do some great opening damage whenever he
pauses- I highly recommend this. Throwing a charged object at him whenever he
pauses (you can charge while jumping and carrying something does not Hulk slow
down in the least) is almost as good an opening shot. Grab green orbs during
the chase to keep your life high also- you'll spot many on the canyon walls and
roads. Ross's troops start their pursuit almost immediately after you pass the
first blue wall outside the Vault entrance- they come in the form of
missile-firing Comanches and Falcons. There are also MRLS tanks on the canyon
wall launching salvos- stay ahead of them and keep after Abomination. As you
pass the second blue wall and dash through the base, Howitzers will also move
to engage him. Their fire is easy to dodge and Abomination's moving a bit too
fast for you to pull off a Hammer Toss his way, so keep moving.
Abomination runs through the tunnel, then pauses for the first time in the
forward base area. His green circle turns red, and you must deplete three of
his many life bars to make him keep running. The military will help here- stay
close to Abomination and jump around while they whittle him down. Use the
attacks I suggested earlier to pour on some pain of your own. You can get a
Ball and Chain from the crane in the forward base area and there are also
plenty of things to throw. For a tactical move, leap up and grab some of the
pursuing aircraft and Target Kick them at Abomination. This will damage him and
help keep off the flies. He will be looking to smash the tanks and aircraft as
much as you will, so distracting him with your own attacks while they move in
for the kill is also a good move. More foes, including MRLS tanks, come out of
the tunnel and the base's buildings during the battle. A Missile Pack is as
effective against Abomination as it as against anything, but a better tactic
with one is to use it to take out several aircraft and grab their green orbs so
you can get into Critical Mass. Then get close to the big oaf and unleash your
most damaging attacks on him. He likes to slap you away and pound the ground a
lot when you're nearby, so do them quick before he counters and strikes you.
When the three bars are depleted, Abomination runs on. Again, concentrate on
staying on his tail rather than engaging the pursuing military. Pick up green
orbs along the way to recharge your life. Ignore the Jump Markers- you need to
stay near and engage Abomination. If you get lost, the huge craters he leaves
as footprints provide a handy trail. Grab stuff on the way in preparation for
the next battle- just be careful the missiles of pursuing enemies don't knock
it from your hands. Abomination's next pause comes just south of Goliath Bluff.
Here he only has one life bar, but you have a smaller area to fight him in.
Jump around near the big oaf and let the jets do most of the work while using
combos to take his life meter down.
Soon he'll run on again, this time headed west through the canyons. Falcons and
Comanches contuinue to pursue in the air, and Howitzers are moving all around
the canyon to engage you. Elude or destroy them and keep following Abomination.
Some more MRLS units are waiting near the oil field in the canyon's centr, so
get ready to dodge their guided missiles once again. Fortunately Abomination
will help out here, both by smashing whatever's in his path and giving the
enemy another target. So stay close. He'll stop in the oil field and grow three
more life bars, so use the many fuel barrels and rocks around you to pound on
him while the military keeps up their attack. Their firepower is only
increasing, so Abomination should be hurt quickly and badly.
No matter what Ross and you do, though, it ain't stopping Blonsky. He takes off
again once his life bars are diminished, so resume your pursuit. Abomination
shows off some Hulk-like jumping skills here, leaping over and crushing
whatever tanks try to stop him. General Ross gives a resounding speech (my
favorite lines in the game, by the way) and then Abomination stops again near
Verdugo's Pass. He has four life bars this time, and all must be depleted. Not
many rocks or other objects are in the area, but the military pursuing you can
easily be used against Abomination with skills like Hammer Toss, Target Kick,
and Shield. Be sure to grab green orbs throughout the fight and keep piling
combos on him. Abomination finally gasps in pain and goes bounding out of the
mission area. Catch your breath, and use your last chance to save and buy new
moves. The green star for the final mission is available near Verdugo's Pass
whenever you're ready.
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