Cebulski and Beroge. Then, go back to Weasel and tell him to use Cebulski.
Also talk to Nick Fury to open the Problematic Schematic side quest. There's nothing more to do in Stark Tower; although, some of the NPCs have different conversations now (nothing important). Talk to Wingfoot and ask to be taken to the Valley of the Spirits.
You begin in Ancients' Hall. In the very first room after the entrance hall, go down to the lower level and look behind the columns for a sketch book. Now there are two ways through Ancient's Hall, based on what attributes you have on your team.
THE SHORTCUT (requires Might, Flight and Fire Extinguisher) |------------------------------------------------------------------| | Find the rope with the blue X on it and use a hero with Might to | | pull the rope (play the little mini-game). Go through the newly | | opened door and destroy the enemies on the outer ledge. Fly over | | to the central platform and ring the gong by firing a power at | | it. This opens a door in the right wall. Go through and find the | | braziers to your right marked with blue X's. Put the fires out | | nearly simultaneously. You'll have about five seconds after ex- | | tinguishing one brazier to snuff the other one. This opens a door| | into the final room. Note that, if you go this way, you skip | | fighting Ultimo and don't get the Strike upgrade near him. | | (Unless, of course, you backtrack.) | +------------------------------------------------------------------+
THE LONG WAY |------------------------------------------------------------------| | In the first room, take the first door on your left and go around| | on the walkway. Then, take the first door on the left and there's| | another walkway, this time with a mini-boss, Dragonman. Like many| | of these mini-boss fights, ranged attacks work best as Dragonman | | mostly uses short-range melee attacks. From the next room, once | | again go through the first door on the left. This time the walk- | | way is blocked by Ultimo. He's a lot easier than you may think, | | Dragonman was actually more difficult. At the far end of the | | walkway is a Strike point behind a fire pit. Finally, you reach | | the last room. | +------------------------------------------------------------------+
In the final room you'll have to defeat a horde of Shaolin monks before getting access to the exit room, which has a SAP. Beyond is the Golden Court. The first large room of the Court is full of clay warriors; who just aren't very tough. Wipe them out, then fly up to a balcony that's on the right corner of the room opposite where you entered.
Go through the door and find a weapon cache in the room beyond. Leave this room by the only other door and fight your way to a very large room with three levels. You'll start running into Shaolin Monk Healers at this point. If you see your opponents glowing red and their health bars turn green, find the bald guy and take him down quickly.
At the end of the large room is a huge staircase. At the top of the stairs, jump to the balcony on your left and enter the side room to pick up the Ultimo schematics Nick Fury is looking for. Go back to the top of the huge staircase and jump to the balcony on your right. This side room has a Simulator Disc (Thing).
Now leave the large room and enter a boss fight against Grey Gargoyle. As you may expect, GG relies on heavy-duty melee attacks (plus he can turn you to stone for a short time), so using ranged attacks is the best way to go. As he loses health, healers will pop up and start regenerating his health. As soon as you see one of the healer monks appear, get rid of him. It will considerably shorten your battle with Gargoyle.
After Gargoyle, bust your way down the next hall to reach Celestial Hall. Go straight across the first large room to find a SAP with a locked door just beyond. From the SAP, go right and enter the side room. Kill the monks, then push or pull two large blocks over two of the three plates in the floor. The plates depress; then, step on the third plate to raise a lever. USE the lever to open one of the doors next to the SAP. Don't forget a weapon cache while you're in the room.
Go across the SAP room to the other side area. Go down the hall, and then through a door to your left. When you have finished killing monks (and a lot of them), a lever pops up and you can USE it to open the other door next to the SAP.
Beyond the door is Ultimo 2, which isn't really that much harder than the first Ultimo (if you fought him earlier). Ranged attacks work pretty well as they keep you out of harms way. As you leave the room, make sure you pick up the Body and Focus upgrades near the door.
Up next is the Forbidden Passage. Soon after you enter, you find Dr. Strange in a fight with a bunch of monks. Help him out and he will journey with you to find the Orb of Agamotto. After Strange joins you, you'll pass through a long hall. In the room beyond, look right and see a Simulator Disc (Crimson Dynamo) hidden among some whirling-blade columns. Destroy the columns with a ranged attack and collect the disc.
Next up is another large room. One door here cannot be opened. Continue through the door that is accessible and work your way toward the red X on your map. You'll find a treasure chest with Strange's Orb. He'll thank you, you'll get 10 Reputation points, and Dr. Strange is now unlocked as a playable character.
Backtrack a little, where the previous non-opening door has opened to spew forth a bunch of monks. Defeat the monks and go through the door. You'll be in a small hall with four alcoves: two each on your left and right. Each alcove is "guarded" by a Bhudda statue and contains some treasure. Bust down the statues and collect the swag. The second alcove on your left also has a Black Panther action figure.
Next up is Mandarin's Court and the final battle for Act I. Mandarin is not that tough--his attacks don't do much damage; however, he is fairly resistant to damage, so this is mostly a test of patience.
But wait! What's this? When Mandarin's health reaches about 80%, he teleports into a closed balcony above you and sends out some exploding spiders and some Ultimo 3 prototypes. The spiders are the big worry. They chase you down, then explode, causing a fair amount of damage.
The trick is to lure the spiders on to the glowing teleport pad without stepping on the pad yourself. When you manage that trick, the spider teleports up to Mandarin's balcony and destroys the Ultimo up there. You can then teleport up to Mandarin and smack him around a bit.
It takes quite a bit of patience to perfect luring the spiders over the active teleport pad while avoiding damage from the Ultimo 3's. However, once you get the hang of it, the battle's all but over. Mandarin will teleport three more times. In the fourth room, loot the weapon cache in the room after Mandarin teleports out. After the last beat-down, he drops back down to the main floor and you can finish him off there.
Jump through the newly opened portal to return to Stark Tower. Fury informs you the base of operations is moving. Before talking to Wingfoot and asking to go, be sure to talk to Fury again and give him the Ultimo schematics to close out that quest.
+++++++++++++ CARNIVALE 2.05 +++++++++++++
Areas ------- * Sanctum Sanctorum (S) * Castle Doom * Big Top (S) * Pinball (S) * Fairgrounds * Maze-o-Death * Fun House
Objectives ------------ * The Land of the Doomed Save Nightcrawler and Jean Grey at Castle Doom in Latveria.
* The Plight of the Phoenix Clear Jean Grey's mind by destroying the equipment controlling her.
* Murderworld Mayhem Find Arcade and see what he knows about Nightcrawler.
Optional Objectives --------------------- * Security Breach Get the S.H.I.E.L.D. security module from Vision and give it to Weasel.
* The Scientific Mystic Locate the mystic tome 'A History of the Arcane' and give it to Vision.
* Political Schemes Locate and free Senator Kelly.
Items ------- [] Strike point: Dr. Strange's Sanctum [] 2 Focus points: Dr. Strange's bedroom [] Sketch book: Dr. Strange's Sanctuary [] Daredevil action figure: Dr. Strange's Sanctuary [] Focus point: Castle Doom [] Mysterio's Simulator Disc: Castle Doom [] Daredevil action figure: Castle Doom [] Skill point: Castle Doom [] Strike point: Castle Doom [] Luke Cage's Simulator Disc: Big Top [] Sketch book: Big Top [] Strike point: Pinball [] Body point: Pinball [] Sketch book: Pinball [] Focus point: Fairgrounds [] Sketch book: Fairgrounds [] Elektra's Simulator Disc: Maze-o-Death [] Strike point: Fun House [] Black Panther action figure: Fun House (if you've been diligent in collecting these, this is number 5 and Black Panther is now unlocked) [] Body point: Arcade Bot Arena
Welcome to your new pad. Dr. Strange's Sanctum Sanctorum serves as the HQ for Act II. Explore the area and talk to everyone you find. There are several rooms in the Sanctorum; and, you'll find the usual assortment of goodies, including:
* Strike upgrade * 2 Focus upgrades (in Dr. Strange's bedroom--you must have him on your team to get in there) * A little mini-quest...talk to Vision and then find 'A History of The Arcane' on an upstairs balcony in the Sanctuary; return to Vision to get your Reputation points * Talk to Weasel to continue the Black Widow laptop side quest * A sketch book * A Daredevil action figure * A Simulator Disc (Dr. Strange)
And, of course, you'll find the review computer, S.H.I.E.L.D. training computer and trivia game. (Answers further down in this guide.) When you've finished exploring Dr. Strange's crib, USE the Orb of Teleportation in the Sanctum and you'll be taken to Dr. Doom's castle.
You're going to go a long way with no S.H.I.E.L.D. Access Points or the ability to portal back to base. In some areas, health orbs will be few and far between. You might want a hero with a healing power (such as Spider- Woman). Just a suggestion.
Wipe out the Doombots in the first room and then locate the treasure chest on an upper platform. USE it for a little fun...
Well. Now. Something's not quite right here, wouldn't you say?
Up next is a hall filled with "chomping" gates. They're not hard to duck through; however, your AI companions are not so good at dodging the gates and there aren't a lot of breakables lying around to give out health orbs. A healing power would be a good thing here.
Beyond the chompers is a room with five side rooms. Break through the wood gates and collect the goodies inside. (Including another of those funky "treasure" chests.) There's also a Focus upgrade, a Daredevil action figure and a Simulator Disc (Mysterio).
You then enter a hall with tracks on the floor. Advance a little way down the hall and gates will come down and the wall behind you will sprout spikes and start rumbling along the tracks. The camera will become fixed so your team is running toward you. Run as fast as you can, blowing through the gates as quickly as you can. Ignore the Doombots that pop up, just get to the end of the hall and duck through the side door. Once the spiked wall has passed, you can push it into a secret room (does not require a Mighty character). Collect a free skill point and a (real) treasure chest.
In the next room you'll have to fight more Doombots. Watch out for the Dr. Doom masks on the floor; they spout flame when you step on or near them. Then
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