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The Incredible Hulk: Ultimate Destruction - Walkthrough
System: PlayStation 2
Rated: T
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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Chapter 2: Dark Desert of the Soul.
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And you have completed the game's first chapter. Many more are coming. :) You
get a text recap of the story so far and then you are told new moves are
available at the Church's Buy Menu. Let's go check 'em out! First on the list
to get is the Shield Weaponization. This move lets you turn just about any
large vehicle you can pick up into a towering barrier you can hold between Hulk
and enemy fire. Trucks, buses, ambulances, and banged-up tank bodies all can be
made into Shields. When holding a Shield, Hulk will automatically use it to
block all incoming bullets, missiles, and cannon fire if he is standing still
or walking. If he is running, the shield defends him from the front. You can't
be knocked down by tanks running into you while holding a Shield, and you can
easily use it with normal attacks to bash any enemies in front of or beside you
while the Shield blocks their attempts at countering. Special attacks will
smash the Shield over the enemy's head- also nice. And if you throw the Shield
it will return to you like a boomerang. This is a great way to damage an enemy
from a distance- just charge your throw and hit him, catch the Shield as it
comes back to you. Repeat. This ability is a must-have!

Next on your list of moves to buy should be Power Surge Level 1. It's always
good to have a longer Life Meter. Next get Air Dash, which allows Hulk to move
a short distance in midair when jumping at a maintained altitude, and Shockwave
Smash, which is a quite effective attack against enemy tanks. Get Tornado
Frenzy next- we're in need of a punishing air combo for use against
helicopters. The next thing to get is Missile Punchback- with this move you can
smack enemy missiles right back at them. It's great for taking out Comanches
and especially MRLS tanks (which you'll meet soon). Practice it in the training
simulator so you can get the timing down- this move will save your bacon again
and again in upcoming missons. Next go for Air Ground Smash and Air Sonic Clap-
these upgrades to your hard hitters are useful for knocking holes in enemy
formations and will be needed. Dashing Sonic Clap is a good upgrade also- being
able to smash groups of ground-based enemies with your charges is loads of fun.
As for the other moves, Club Smash nicely upgrades your clubbing abilities,
Headbutt is a powerful combo, and Rising Upper is by far the quickest way to
knock an enemy into the air. When followed up with a Tornado Frenzy or Drop
Kick, this move can take out a foe before they know what hits them. Tornado
Uppercut and Slam Kick also make nice combos for knocking foes off balance, and
Rapid Punch Burst is a great way to heavily damage one foe (you do remember
using it to beat Abomination?). Get Critical Thunderclap after Tornado Frenzy
when you have enough points for it- it's very powerful and can hurt a lot of
foes at once but you must be in Critical Mass to use it and getting and staying
there can be difficult in some fights. For the same reason you should wait to
buy the upgrade Air Critical Atomic Slam.

When you're done buying new moves, check out the Blonsky Files- the
intelligence there will give you a preview of upcoming missions. After saving,
exit the Church and you should notice a new Jump Marker is available in the
previously red circle. This one leads to the Badlands, the game's second
free-roam map. Time to check out your new stomping grounds! You can return to
the City for Challenge Missions and general rampaging, but all of this
chapter's missions take place on the new map. There are also several new
Challenge Missions waiting there for you along with plenty of Comic Books, Hint
Markers, and other secrets. So check it out whenever you're ready. I will
describe it now.
 

Challenge Missions


Walkthrough

 




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