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Chapter 4: Cry Havoc!
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This chapter's opening cutscene will set the stage for what's ahead- the Devil
Hulk is finally emerging from Bruce Banner's mind and the manifestations ain't
pretty. You now will have to move even faster to finish the machine and the
Division isn't gonna be laying it down either. They now have even more tanks
posted on the streets of the City, and their upgraded Infantry Hulkbusters have
been mobilized to join the Strike Team. Missile Soldiers are also still manning
the rooftops, and even MRLS units are setting up to deter your attacks. The
Badlands also has increased military activity- more tanks, MRLSes in the
canyons, and even patrolling Comanches near Branson and the town. All this
chapter's missions will take place in the City though. Read your text recap to
get a full idea what's going on.
Some new moves are available in the Buy Menu. Air Critical Thunderclap is a
great upgrade for your current most damaging move, but before you get it you
need to get some more potentially damaging numbers- Critical Pain and Hammer
Toss. The former charged combo is the most damaging attack in the game- it will
cut any boss's life in half if you can get into Critical Mass, get close, and
apply it. Any regular enemy who feels it is toasted, too, if you want to waste
it on them. With Hammer Toss you can finally grab those tanks that have been
messing with you and fling them around like ninepins. Just grab one by the
barrel, swing it around to smash any others nearby, and then rotate your
movement stick quickly to throw the whole tank at a target. This move will be
the key to damaging the next boss. Another level of Power Surge is also now
available, and you want to purchase any moves left over from the last chapter
as soon as possible.
Other new moves to get include Air Spike and Target Kick, which are great for
knocking flying foes out of the sky. Double Air Dash gives you two chances to
get closer to such foes instead of one, so get it to jump farther. Gamma
Grinder and Gamma Bomb are your most powerful grapples against Hulkbusters- get
these to pull off some awesome wrestling throws whenever you have hold of one.
Running Club Ram is a good move to seriously pound an emplaced enemy, but for
the money Dashing Ground Slam works just as well. You can also now buy Hulk's
two most powerful weaponizations. You should remember Missile Pack from the
opening training simulator- this move turns any MRLS's rocket launcher into
your own gun and its missiles are homing when charged. Its only drawback is the
limited ammo. Ball and Chain is an even better weaponization- it lets you turn
any crane's wrecking ball into a Hulk Morningstar. With this you can then
deliver some serious pain at long range with both regular and special attacks.
Throwing your weapon is only slightly less powerful. A wrecking ball is very
robust, and with it you can hit a foe halfway across the screen from where
you're standing. Get this combo and make good use of it.
New Blonsky files reveal the Division is placing the city under martial law.
Save your game, practice your new moves, and prepare to investigate.
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