Justice League Heroes FAQ By Thomas Guentner (email@example.com) Copyright Jan 2007 This FAQ has been posted at www.gamefaqs.com and nowhere else. If you would like to post this FAQ at another website or in a publication, please contact the author first for permission. The most recent version of this FAQ can always be found at www.gamefaqs.com. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. 12-23-06 Version 1.0. First release This guide is based on the PS2 version. This guide was originally put together by chclee on the GameFaqs message board. All info in this FAQ is from him unless otherwise stated. This is not intended to be a full walkthrough. it is intended to go into more detail on the more confusing aspects of Justice League Heroes. I General Information II Characters and Skills, Abilities, Uses III Boosts and the Boost System IV Skills and what each boost does V Enemies and abilities VI Bosses and Abilities VII Shields and Cheats VIII Walkthrough IX Superhero Difficulty X Easter Eggs, Glitches, Bugs, and Known Issues XI Credits Introduction: Section I: General Information I.A: The PS/2 Controller L1: Accesses your hero's super powers. You need to press L1 + one of (Square , Triangle, O, X, and if your hero has a 5th power, R1) to use that power. Some powers, such as Hawkgirl's Warcry, Superman's Super Breath and Heat Ray Vision, Green Lantern's Grinder, and Martian Manhunter's Shadow Shift, have a longer effect if you hold down the buttons. Other powers can be targetted, such as Green Lantern's Sledgehammer and Green Arrow's Barrage. R1: Block. You can also start recovery when you've been knocked down, but you will get back up slower (supposedly). Triangle: Press once = Jump; Press twice = Fly (MM, Zatanna, Superman, Hawkgirl, Green Lantern, Wonder Woman), Somersault (Green Arrow, Aquaman, Huntress), Triangle Kick (Flash), Glide (Batman) Square : Pick up props, such as mail boxes, hot dog carts, cars, sign posts, stalagmites, rocks. If you have a prop, you can throw it with Square . X: fast attack (jab). O: hard attack (strong). Does twice the damage of a fast attack, but slower. According to both the game and the booklet, XOX, XXO (and then O in the air), OXO, OXXO are combos, which means they do something cool, and the last blow does more damage. You can also charge up your heroic meter when you hit enemies and generators. If you fully charge up, your character will say something ("Man of Steel!" "A warrior's heart!" "I'm Batman" etc.), and you will have 5 super hits. A super hit knocks regular enemies back, as well as does triple damage of whatever you hit it with. (I.e., if you pressed O, that's 3x the hard attack) Multipliers stack, so if you lucked out with a critical, you get 3x3 = 9x the damage. R3: If your controller has this, it displays the mini-map. Direction pad: Primarily useful in 1-player mode -- up arrow allows you to switch characters, taking control of the other character. Left arrow makes the AI of the other character passive, down arrow makes it neutral, and right arrow makes it aggressive. In two player mode, if you both press up arrow at the same time, you switch characters. Left joystick: controls the direction of your hero. Right joystick: controls the camera angle. Select button: accesses your hero's skill sheet, information, boosts, what you can purchase with shields, goals, and so on. Start button: accesses the game control options, such as Restart Scenario, Remove/Add Player 2, Brightness, Experience Split, turning on Damage numbers, Vibration, sound, and so on. I.B: Gameplay I.B.1: Start New Game vs. Load Game vs. Continued Play Start New Game allows you to start a new game at the desired difficulty level, so you will have no boosts and fresh characters starting at Episode 1. Load Game allows you to continue play at a saved point. Continued Play allows you take characters from one saved game and start a new game with them. You can thus develop your characters more, gaining better boosts, and so on. I.B.2: Difficulty level Upon starting a new game or continuing play, you have the option to select a difficulty level, whether Easy, Normal, Hard, or Elite. You must defeat the game before you can unlock Superhero difficulty, the most difficult. Each difficulty gives progressively better experience, but also is more of a challenge. Even the best superheroes, maxed in every way, still are challenged with Superhero difficulty. Most beginners will want to start at Easy or Normal, and run through this a couple of times to unlock secondary characters. The difference between hard and normal is pretty substantial. If you take a new unlocked character (even with full health) into Hard, he or she may still only be able to take 3-4 hits before dying. The difference between elite and difficult is also fairly substantial, almost an order of magnitude more difficult than normal. Superhero is ultra challenging. You will want to avoid getting hit, and learn strategies of how to kill things without taking any hits.There is a separate section further down dealing with the superhero difficulty and boss strategies on that difficulty. I.B.3: Checkpoints Along the way, you will encounter checkpoints, which look like grey/blue immovable mines. As you move over them, the checkpoint will activate, saving your game status, including boosts, experience, enemies killed, etc. If your comrade has fallen, touching a checkpoint allows you to revive a fallen partner. (If both of you die, the game will attempt to restore at the last checkpoint.) Often the game will save a checkpoint after you finish certain episodes as well. I.B.4: Traps and Barriers There are a number of puzzles and traps to disarm. Some traps are merely barriers, preventing you from moving forward, such as laser grids and so on. Others must be handled by one of the characters, such as Kryptonite Lasers, which must be dealt with by Martian Manhunter, because of Superman's vulnerability to Kryptonite, or Flame Jets, which Superman must deal with, or Ventilator Fans, which you must use Flash's Charge ability. Often there appears to be a computer console near the trap, which you must walkup to and press square , and then type in the sequence of buttons before time runs out to deactivate it. Some "traps", such as the laser gate in Episode I inside the STARS lab, can be destroyed. I.B.5: Props The game is extremely frugal with giving you various objects like benches, potted plants, banana and apple baskets, cars, taxis, armored cars, fire hydrants, mailboxes, hot dog stands, large boxes, machinery, mainframe computers, and so on -- these can be picked up. You can both bash an enemy with the prop (which the prop has some probability of being destroyed), or throwing the prop at the enemy, which destroys the prop. If you block with the R1 button, you automatically drop the prop. Only "Strong" class of characters -- Superman, Hawkgirl, Green Lantern, Wonder Woman, Martian Manhunter -- can pick up all props. Everyone else can only pick up some subset of these. Although the damage numbers don't reflect as high damage, if you throw a car at a robot in Episodes 1 and 2, it will kill the robot if it hits it. Needless to say, throwing a car is pretty much the strongest use of a prop. Pretty good props are barrels (including red barrels, which explode), satellite dishes, taxis, armored cars, cars, benches, large crates, anything metal and looks like it would hurt. If you stun or freeze an enemy as well, some characters can pick up the enemy as a prop with which to throw or bash. Throwing an enemy at close range against a wall often is an auto-kill (I was seeing 39k worth of damage in Superhero mode, having Superman throw a frozen enemy into a wall). Sometimes you may not get the experience if you bash using an enemy, this may be a bug. Unfortunately you may lose a few boosts if you throw enemies into walls (the boost appears inside the wall which you can't get to). Not every prop is equally useful. Some enemies, such as gorillas, can shoot props while they are in flight. Props do add a small damage bonus (except cars, that add something substantial and also knock down). I.B.6: The Experience System The default is that the game is set up at 50%, although you can adjust this to 100%. This just means whoever picks up the green experience orbs gets more experience. (It's more of a relative weight than an absolute value.) It seems like if you have both characters at 50% but one picks up more orbs, he will still get more experience. It looks like the game gives out experience like this, if your experience level is set to X%: Whoever kills the monster: (100 - X%) of experience Whoever picks up orbs will get X% of the experience divided by the number of orbs that each picks up. So for instance if the monster drops 8 orbs, you pick up 6 and your buddy picks up 2, then you'll get 75% of the experience. In the end, it doesn't really matter, except when one character is max'ed out at level 20 and you are trying to get the other character to get up there in experience. II. Characters and Skills, Abilities, Uses SUPERMAN 1) Man of Steel: Damage reduction Key Boosts: Duration: adds time, 2x Damage-7: adds Damage reduction % 2) Super Breath: Freezes enemies (slightly damages) You must hold the button down to freeze enemies. Enemies do become unfrozenover time.It's a great combination to freeze enemies and then beat up / throw them.Sometimes if you hit them with things that cause criticals, the enemy automatically dies, like Freeze -> Batman's battarangs. Key Boosts: Range, 1x Duration-7 3) Super Punch: Uppercut that does a lot of damage; holding down the O button increases damage to 200% of the base amount, but use the rest of your energy. You aren't invulnerable during this time, so if you're knocked down, you won't do anything. Knocks back enemies. Key Boosts: Speed (reduces time to set up, 1x Speed-7 reduces it to 1.8s, 2x Speed-7 reduces to 1.0s, I think 1x Speed-7 is enough); Range -- increases collateral damage; Damage 4) Heat Vision -- burns enemies Must be aimed; you must hold down the button to continue to burn things. Reasonable range attack.Key Boosts: Damage (each Damage-7 boost I think increases damage +30% of base); Efficiency (reduces cost, you can hold it down near-indefinitely). Some people like Range (pushes back enemies), Duration (increases afterburn time). I'd go with 4x Damage7 and 1x Efficiency7. 5) Flying Charge -- goes through multiple enemies, hits for a lot of damage. Good get-away maneuver too.Key Boosts: Damage; I think speed increases speed; Range increases maneuverability (steering); Luck for critical. BATMAN 1) Dark Knight -- unleashes a quick series of attacks, one per rank Must be aimed: only attacks in front. Key Boosts: Luck (critical damage), Efficiency, Damage. 2) Bat Swarm -- summons some to a pack of bats that rip an enemy to shreds and also incapacitates them for a time. Must be aimed: if you hit your enemy with the beacon, only then will the pack of bats come. It does home a little though. Key Boosts: Efficiency, Damage, Duration (longer length, but only one may be needed); Range (bats can attack one object and then jump onto another enemy within an increased range) 3) Flash Bomb -- area of effect, stuns nearby enemies. Great for setting up combos like, Flash Bomb, walk up, jab strong, Dark Knight. Really good in the superhero difficulty. If enemies are stunned, they can’t hurt you. Key boosts: Range, Duration 4) Batarang -- throws a number of non-homing boomerangs/battarangs equal to the rank.Relatively weak range weapon, but sometimes good for "scouting". They do spread automatically. Key boosts: Damage (a waste), Speed (faster battarangs), Luck (critical), Duration (stun), Range (they can track = curve) 5) Grappling Claw -- fires a grappling claw into an enemy, pulls them close, and then you kick them. You must aim these. Key boosts: Damage, Luck GREEN LANTERN (John Stewart, Kyle Rayner, Hal Jordan) 1) Grinder -- summons rocks that grind down enemies in front. Non-boss/non-mini-boss enemies do seem incapacitated when caught in Grinder. At low levels, it sucks (minimal damage), but outfitted post-rank 3 and with damage etc. it's pretty good. Key boosts: Damage, Efficiency, Luck. 2) Detention -- summons a cube that contains enemies. Enemies can still get out by attacking the walls, if they are smart (like Doomsday)This is fun to use. It keeps enemies away Especially bosses. Must be aimed in the general direction.Key boosts: Range will increase the size of the containment box, damage increases how much damage needed to destroy a wall; optional: Duration (increases length) 3) Sledgehammer -- summons a big hammer that you can target an area. Often this will stun enemies. You can also aim this, let go of the button and run into or through the area. Key Boosts: Damage (increases damage), range (increases how far you can move it away), duration (increases stun time). 4) Protection Dome -- summons a small hemisphere of protection that protects Green Lantern and his allies.Only covers Green Lantern, but you can move your buddies in. You can also push enemies away. Enemies will try to hit your dome.Key Boosts: Damage (increases how much damage it can take). I think base is like 300 (rank 1) + 50 per rank, and damage increases it by quite a bit. Range: increases size of protection. Duration increases length. 5) Plasma bolt -- Range attack, pretty strong. Can stun, but has long cooldown (i.e., you can't repeatedly do this). Must be aimed. Key Boosts: Damage, Luck, Efficiency. FLASH 1) Charge -- charge up to enemies. Seems to go through enemy fire and objects. Needed in the ventillation shaft as well. Does some amount of damage (small), knocks down, can disarm. Key Boosts: Damage, Range. 2) Supersonic Evade -- dodges attacks immediately and allows you to dodge attacks for a time. Gives damage bonus to attacks. Flash's base damage is much less than Superman's or Martian Manhunter's (even at level 20, he's only doing about 300ish, where as the other two are up around 1000), and Supersonic Evade with 4 Damage7s adds like about 520 damage. Key Boosts: Damage (Damage bonus), Duration (length of time) 3) Speed Force -- increases all movement speed and attack speed. Can be used in conjunction with other abilities. Time total is cumulative (so if you do this a bunch of times and recharge and do it again, you seem to have it a lot). Key Boosts: Speed (increases speed, movement and attack), Duration (length of time), Efficiency (this takes a lot of energy). 4) Whirlwind -- The Flash becomes a whirlwind, sucking in enemies and damaging them for certain amount over time. Fantastic Crowd control skill! If you use this in conjunction with the Speed skill, you can basically slurp up all enemies on the screen. I think my buddy likes to use Green Lantern's hammer attack on the guys sucked in. Key Boosts: Damage, Efficiency, Duration 5) Pinball Attack -- The Flash attacks multiple enemies, zipping around making it hard for enemies to hit The Flash, this can stun. The number of attacks equals the rank (+1) Must be slightly aimed. You can get hit while in Pinball. Key Boosts: Damage, Range (increases range in between attacks), Efficiency. (Speed increases chance to stun / disarm.) Wonder Woman 1) Lasso Capture -- Captures a number of enemies based on range, equal to the rank. Jack up the rank and range, and suddenly you've incapacitated the enemies. Enemies who are captured take more damage. Must be slightly aimed (if you catch any one enemy, you'll catch a bunch). Key Boosts: 4x Range-7, 1x Duration. (Suddenly everything on and slightly off screen gets pulled into a group!) 2) Lasso Swing -- catches an enemy and spins them around for some damage (although weak). Must be aimed. You must hold down the button to swing the enemy around. Best used when there are lots of enemies and/or an open area. Closed areas and it's not very effective. Key boosts: Damage, Range. Maybe Speed, increases rotation speed. 3) Lasso Snare -- pulls in an enemy for a kick. Key Boosts: Damage, Range, Luck. 4) Ricochet -- throws a boomerang that doesn't do a lot of damage, but can stun. Key Boosts: Damage, Luck (increases number of enemies it passes through), Maybe Duration for the stun length. 5) Flying Charge -- Wonder Woman throws herself at some enemies -- not as fast or as damaging as Superman's, but it covers a good deal of distance. Key Boosts: 3Damage7, 2Speed7. FYI -- Wonder Woman is one of the few characters that can deflect enemy ranged fire (like bullets) instead of taking a small amount of damage, but only in the forward direction (you must face the fire). Zatanna 1) Firebolt -- throws two firebolts that do a lot of damage, very little cooldown time. These are auto-targetting and sinusoidal, so they have a good chance of hitting enemies. You just have to throw them in the general direction of the enemy. Key Boosts: Damage (damage), Duration (stun length), Speed (stun), Luck (critical), Efficiency. 2) Time Shift -- causes enemies to move considerably slower. Initially, it causes enemies to become stunned for a short period of time, so you can set up combos with your partner. Key Boosts: Range (the base is very low unless you jack up the range & rank), Duration (length of time shift, base at rank-5 is 15s, with one duration-7 it goes up to 20s), Speed (Max Rank = slowed to 33% of speed; one Speed7 will slow them to 25% speed), Efficiency. 3) Polymorph -- changes all non-boss enemies in range to bunnies. Key Boosts: 4x Range-7, Duration 4) Protection -- creates a shield on the two heroes that can take damage. At Rank 5, when the shield of protection is taken down, it explodes for an amount of damage (2000) to things at quite close range. Key Boosts: Damage, Duration 5) Heal -- heals a certain amount of damage. Key Boosts: Range (increases range), Damage (increases healing), Speed (decreases time to heal from 0.4s to 0.3s). Martian Manhunter 1) Shape Shift -- gives damage boost in alternate form but has two drawbacks: vulnerability to damage (takes an increased amount of damage), and he's unable to use his special abilities. The damage that he does scales with the difficulty, so on Elite, it is not uncommon to be doing 4k damage with a light attack. Key Boosts: 2x Luck (reduces amount of vulnerability), 3x Damage. 2) Phase Charge aka heart rip. Martian Manhunter phases out, and lunges at an enemy, ripping out the circuits/heart/whatever.This is MM's highest normal non-scaled damage attack. Must be aimed. Key Boosts: Damage, Luck 3) Mind Burst -- radial attack, hits all enemies and damages them. Slows and can possibly stun enemies. Key Boosts: Range, Damage, one Efficiency. 4) Psychic Pulse -- Martian Manhunter throws a bolt of psychic energy which often stuns enemies. This does not do much damage, and must be aimed. However, this allows you to set up combos like following up with a Phase Charge or regular attack combo, as I belive there is a base 80% chance to stun. Key Boosts: Damage, Luck 5) Shadow Shift -- Martian Manhunter phases out and can't be damaged. He can still move around. Key Boosts: 3x Efficiency-7 (first reduces cost by 40%), maybe Speed. (Base energy cost = 25/second with Rank 1, each rank = -1 in energy cost.) The lowest amount is at 3x Efficiency-7, which gives you energy cost = 3.5 / second at Rank 5. EXTENDED CHARACTERS: AQUAMAN 1) Whirlpool -- Aquaman throws a whirlpool that incapacitates enemies, spinning them around for damage. He can throw multiple of these at one time. They can turn a little bit, but you need to aim them generally. Key Boosts: Duration, Damage, Speed. 2) Water Bolt -- Aquaman spouts some water. Not very damaging. Must be aimed. Key Boosts: Damage, maybe Speed/Duration (stun)? 3) Uppercut -- Aquaman spins around and does an uppercut. Not very useful but does do area of effect. Key Boosts: Damage 4) Waterblade -- Aquaman suddenly gets a blade of water and swings a number of times equal to his rank. Key thing here is the stun. Does a considerable amount of damage if it hits, but still the stun is the most important. Key Boosts: Speed (increases stun %), Duration, Damage. Aquaman plays like: Range Aquaman: add duration, damage, etc. to whirlpool and throw them at one or two enemies so you can isolate down one enemy. Or, come up to one enemy, Water blade. You should add the appropriate boosts to increase stun to 100% (I think it's speed). Then when the enemy is stunned, whack on the guy with XOX, OXXO, combos. HAWKGIRL 1) Nth Degree -- radial attack (but slow). Hawkgirl smacks the ground with her mace, causing a ring of damage. Often stuns. Key Boosts: Range, Damage, Duration. 2) Thanagarian Strike -- short range attack, directional, Hawkgirl's most damaging attack. By using Nth metal, Hawkgirl does a lot of damage with an uppercut. Must be aimed -- you have to be literally right beside the enemy. At least it's relatively fast recovery. Key boosts: 3 Damage, Efficiency, Luck. 3) Warcry -- damage over time in a cone in front of Hawkgirl. Has no special effects other than damage (and this is fairly useless). Key boosts: Range (increases Range), Damage. 4) Mace throw -- causes enemies to fly out of the way, often stuns. Often disarms (e.g., causes Gorilla soldiers to lose their guns), at Rank 5, 45% chance to diarm. Key boosts: Speed (increases stun percentage), Duration (stun length), Damage -- set up for combos. HUNTRESS 1) Rapid Fire -- shoots a number of arrows equal to the rank. The downside is you can't move if you fire, and you can change direction. So if you have to keep things at range. Must be aimed. Key boosts: Damage, Luck (critical) 2) Bullseye -- like Batman's flashbomb, but somewhat aimed. The Huntress fires an arrow the explodes and causes any enemies within range to be stunned. Must hit an enemy. Key boosts: Range, Duration 3) Gotham Girl -- delivers a powerful kick/series of kicks. (Similar to Dark Knight) Key boosts: Damage, Luck 4) Hunting Season -- brings in enemies for a kick. (Similar to Grappling Hook) Key boosts: Damage, Luck GREEN ARROW 1) Power shot: fires a number of arrows = rank Key boosts: Damage, Speed, Duration (I think this stuns). 2) Exploding arrow (knocks back enemies) Explodes on impact, knocking back smaller enemies and damaging anything in the blast radius. When powered up properly, it can do enormous damage. Can hit multiple enemies within range. Key boosts: 3xDamage, 2xLuck 3) Fire Arrow (lights up enemies) Damages on impact and continues burning the enemy for a small amount of damage. Decent damage, but doesn't have the knockback of Superman's Heat Vision or the autotarget abilities of Zatanna's Fire Bolt. Key boosts: Damage, Luck 4) Electric Arrow Damages on impact and continues electrocuting the enemy for a small amount of damage. Key boosts: Damage, Luck 5) Barrage: Green Archer becomes stationary while he targets enemies possibly far away and around corners. Rank increases the number of sets of arrows that are fired. The downside is that Green Arrow is stationary when he is in barrage mode (like Green Lantern is in summoning a Sledgehammer). This is amusing to use because enemies sometimes don't know what hit them. Key Boosts: Range (increases size of impact area), Damage, Luck, Speed/Duration (may stun). III. BOOSTS You can only hold 35 boosts. If you have more, it overflows and they will still be there, but you can't pick up any more. (this only happens if you input the boost cheat) There are 6 basic types of boosts: 1. SPEED = increases combat speed when you put it into Combat, Recovery speed in regen. Otherwise if it's an ability, like Superman's Super Punch, that requires a charge up time, it decreases it. It may affect % to stun or disarm. Key uses: Superman's Super Punch; Wonder Woman's Spinning Charge [increases attack speed, for each Speed boost quality 7, +20%], Martian Manhunter's Phase Shift [increases speed +20% per Speed-7], The Flash's Speed Force [increases speed and attack speed +25% per Speed-7], Combat, 3 Speed-7's in Recovery. I was using this also in The Flash's Charge [disarm/stun], Hawkgirl's Mace Throw [Stun], Aquaman's Water Blade [stun], but am rethinking these. 2. DAMAGE = increases damage caused in combat or by ability, or the best boost for health [2nd is luck]. Sometimes affects stuns, decreases energy cost [although you should really use efficiency]. It also increases the amount of damage that walls/domes absorb/shields [Green Lantern's Detention or Protection Dome, Zatanna's Protect], as well as increases amount that is healed. Key uses: Health, and pretty much many, many places [The Flash's Supersonic Evade and Whirlwind, Superman's Super Punch, Flying Charge, Heat Vision, Man of Steel -- which increases the % Damage absorbed to a max of 75%, Wonder Woman 's Ricochet, Spinning Charge, Lasso Kick, Zatanna's Fire Bolt, Protect, Heal, etc.] It should be noted that usually each damage boost only increases the same % [for the same quality of boost] based on the base. So for instance, Dark Knight may do a base of 300, and then one damage boost might increase it to 375 [+25%], and then the next damage boost would be 450 [+25% on base], and so on. Usually after the third damage boost, you will find that a luck, which gives an additional percentage on doing critical, which is triple damage, is on average better than adding an additional damage boost. [Say you add one Luck quality 7, which adds like 8% of doing a critical, this would be on average doing 16% more damage on your current damage, not your base.] I have found that after 3 damage boosts, adding another Damage 7 would only add about 15.9 something or other %, and instead, if you added a Luck 7 boost, you would be, on average, doing 16% more damage on the net, so you're better off with Luck-7s after a few Damage-7s. 3. RANGE = increases range of special ability, or with heat-vision, push-back. Key uses: Wonder Woman's Lasso Capture, Superman's Super Breath, Superman's Super Punch [increases collateral damage range], The Flash's Pinball Attack, Zatanna's Polymorph [increases range that these work], Batman's Battarangs [tracking], Batman's Batswarm [increases range that they kill things, if they kill one enemy, the bats hop on something else], Batman's Flash Bomb, Green Arrow's Barrage, Green Lantern's Detention, Sledgehammer. 4. EFFICIENCY = Decreases cost in energy to use dramatically. I think usually it's 40% for your first efficiency boost. Efficiency is also the best boost to use in your energy abilitiy. Especially lower levels when your energy is not as high, you may want to slot some efficiencies to reduce the cost of the special abilities. Sometimes you want better casting cost [like with Zatanna and Green Lantern] so you can empty your energy bar and not have to recharge as often. One further consideration is that sometimes you will want to dump out your energy bar as quickly as possible (you may not be able to fire that many firebolts in succession). To optimize for the maximum damage per second, for instance, with Zatanna's firebolt and Superman's Heat Ray Vision, instead of 2 Efficiency 7s, I've been considering only one. 5. DURATION = How long a special ability will last, for instance, Superman's Man of Steel will increase how long it will last, or Zatanna's Polymorph, or Superman's Super Breath, or Batman's Batswarm, etc. For abilities that stun, it affects the stun duration. Duration in Recovery will reduce the time that health will first appear. [I think default is like 6.8s, with 1 recovery, that drops to 2.8s.] Key uses: Wonder Woman's Lasso Capture, Superman's Super Breath and Man of Steel, The Flash's Supersonic Evade and Speed Force and Whirlwind, Batman's Batswarm, Zatanna's Polymorph, Aquaman's Whirlpool, Green Lantern's Detention. 6. LUCK = How often you will get criticals [sometimes affects stunning too]. One key ability is Martian Manhunter's Shape shift, where luck actually reduces the amount of vulnerability to damage. The quality of the boosts is capped at quality 7. You can mix 3 boosts of quality 7, you just lose 2 of them. You can add a single boost per rank that you've added to an ability. If you try to slot in another one in that slot, you lose the old boost. Rank can go up to 5, so you can put in 5 boosts. [If a boost is not applicable, often the energy cost is lowered instead.] Eventually you'll want to put all level 7 boosts. Play around with the combos to see what best suits you. Hint: if you use the Boost cheat, you can easily get level 7 boosts in every spot. It only shows the top 35 boosts, but you hold more than that. Just mix some of them, and they will move upward. I've played around with the boost combos a little, and the most useful of course is damage. Damage adds to attack damage and is the best boost for health. However, 6+6+6 will guarantee you a level 7. 6+6+5 is like 85-90percent guaranteed to give you level 7, but you might still get a level 6. If you use the boost cheat, say you want to make a lot of damages, try this: Dam3 + Dam3 + Dam3 makes Dam4 [or about 5 to 10 percent of Dam5] Dam4 + Rng3 + Rng3 makes Dam5 [or about 5 to 10percent of Dam6] Dam5 + Rng3 + Rng3 makes Dam6 [or about a 1-2percent of Dam7] So far you've used 3 Damage boosts and 4 Range boosts. [Range is pretty much the least used.] Then probably Luck, then Duration and Efficiency. The usual way I do stuff since Damage is the most needed boost is to do something like this: Dam2 + two other level 1 makes Dam3 Dam3 + [two other level less than 3] makes Dam4 Dam4 + [two other level less than 4] makes Dam5 Dam5 + [two other level less than 5] makes Dam6 3 x Dam6 makes Dam7 [You can put in Dam5 + Spd1 + Luck1 for a Dam6.] Note #1. If you put in multiple of the same level, like Dam5 + Spd5 + Efficiency5, there's a 1/3 chance of getting any particular one. Note #2. If you put in two highest ones of the same level, like Dam5 + Spd5 + any other less than 5, there's a 1/2 chance of getting the higher ones [Damage or Speed here] Note #3. You can mix lower quality boosts at the rate of 3 to get a higher quality. From empirically mixing, if you put in 3 boosts of Quality X, you'll have an 85percent chance of getting 1 Quality X+1, and 15percent of Quality X+2. I think it's like if you mix X, X, and X-1, you're still guaranteed to have X+1, and much less likely X+2. Ditto X, X, X-2, which is less likely for a X+2 result. I haven't done enough to tell you what happens with mixing Quality X, X-1, X-2, etc. But generally you'll get one higher quality than the highest you put in. If you put in a lot of low quality ones with a really high quality one, there's a chance you will result in just the same thing as the high quality one and not move up in quality. So for instance, if you mix in Damage 3, Damage 3, Damage 3, there's a 85percent chance of getting Damage 4, and about 15percent chance of getting Damage 5. Boosts of quality 6 are weird, in that if you mix in Damage 6, Damage 6, and Damage 5, there's only a 85percent chance of getting a Damage 7, and a 15percent chance of getting Damage 6. The only way to guarantee a quality 7 boost is using 3 quality 6 boosts. 6+6+5 = 80-85% to get quality 7 6+5+5 = 70% to get quality 7 6+3+3 = 15-20% to get quality 7 (From my experience, if you use a Dam6 and two Dam3 [or any other type] you have about a 20% chance to get a Dam7. This very often results in a 7 using less boosts than getting three Dam6’s to combine. Though there is a risk since it is possible for it to use much more.) Submitted by Gohanfan01 IV. Skills and what each boost does 0. COMMON SKILLS 0.A. COMBAT Luck = Increases % chance to critical + 0.5-3.5% Speed = Increases attack speed + 1-7% Range = Increases attack damage + 0.5-3.5% Efficiency = Increases attack damage + 0.5-3.5% Damage = Increases attack damage + 1-7% Duration = Increases Stun duration + 0.5-1.7s 0.B. Health Luck = Increases health 1-7% Speed = Increases health 0.5-5% Range = Increases health 0.5-5% Efficiency = Increases health 0.5-5% Damage = Increases health 1-9% Duration = Increases health 0.5-5% 0.C. Energy Luck = Increases energy 1-7% Speed = Increases energy 0.5-5% Range = Increases energy 0.5-5% Efficiency = Increases energy 1-11% Damage = Increases energy 0.5-5% Duration = Increases energy 0.5-5% 0.D. Recovery Luck = Decrease first health recovery delay by 0.1-0.7s Speed = Increases recovery +4-25% Range = Increases recovery +2-14% Efficiency = Decrease first health recovery delay by 0.1-0.7s Damage = Increases recovery +2-14% Duration = Decrease first health recovery delay by 0.2-1.2s 1. SUPERMAN 1.A. Super Punch: Luck = Chance of Critical + 2-8% Speed = Decreases time to max damage (goes from 3.8s to 1.8s with one Speed-7 and then down to 1.0s with a second) 4-30% less time Range = Increases Collateral Damage caused by punch (area of effect) 5-35% more Efficiency = Decreased Energy Cost 10-40% Damage = Increases Damage 4-22% Duration = Increases Stun percent 1.5-12.5% stun chance 1.B. Man of Steel: Luck = Increased Duration 4-22% Speed = Increased Duration 4-22% Range = Decreased Energy Cost 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage Reduction +4-22% (max of 75%) Duration = Increased Duration 10-58% 1.C. Super Breath Luck = Increased Freeze Time 5-17% Speed = Increased Damage per second 2-8% Range = Increase Range of Effect 4-28% Efficiency = Decreased Energy Cost per second 7-32% Damage = Increased Damage per second 4-22% Duration = Increased Freeze Time 10-58% 1.D. Heat Vision Luck = Increased Burn time + 6-42% Speed = Increased Damage per second +2-8% Range = Increased Pushback ("impact force") +30-310% Efficiency = Decreased Energy Cost per second 10-40% Damage = Increased Damage per second +4-30% Duration = Increased Burn time +60-225% 1.E. Flying Charge Luck = Increased Critical percent +2-8% Speed = Increases ability to steer +10-70% Range = Increased Impact Area +5-35% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage +4-30% Duration = Increased Chance to stun 1.5-12.5% 2. BATMAN 2.A. Batarang: Luck = Increased Critical percent +2-8% Speed = Increased Battarang Speed +4-30% Range = Increased Tracking +10-40% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage +4-30% Duration = Increased Stun Duration +20-80% 2.B. Dark Knight Luck = Increased Critical percent +2-8% Speed = Increased Attack Speed +3-9% Range = Decreased Energy Cost 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage per hit +4-30% Duration = Increased Chance to Stun +3-25% 2.C. Bat Swarm Luck = Increased Critical percent +2-8% Speed = Increased Duration +4-22% Range = If Bats kill one enemy, they will hop onto another enemy within range (increases range) +4-30% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage per second +4-30% Duration = Increased Duration +5-35% 2.D. Flash Bomb Luck = Increased Stun Duration +3-10% Speed = Increased Stun Duration +4-28% Range = Increases Range of Effect +4-28% Efficiency = Decreased Energy Cost 10-40% Damage = Decreased Energy Cost 3-15% Duration = Increases Stun Duration +5-35% 2.E. Grapple Claw Luck = Increased Critical percent +2-8% Speed = Increased Damage +2-8% Range = Increased Range +4-28% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage per second +4-30% Duration = Increased Stun Duration +20-80% 3. GREEN LANTERN 3.A. Sledgehammer Luck = Increased Critical percent +2-8% Speed = Increased Stun Percentage +3-9% Range = Increased Area of Effect +5-35% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage per second +4-30% Duration = Increased Stun Duration +0.2-0.8s 3.B. Plasma Bolt Luck = Increased Critical percent +2-8% Speed = Increased Damage +2-8% Range = Increased Stun Chance +3-17% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage per second +4-30% Duration = Increased Stun Duration +0.2-0.8s 3.C. Detention Luck = Increased Duration 0.3-0.9s Speed = Increased wall strength +2-8% Range = Increases size of containment box +4.8-33.6% Efficiency = Decreased Energy Cost 10-40% Damage = Increased wall strength +6-45% Duration = Increases length of containment box 0.3-2.5s 3.D. Protection Dome Luck = Increased Duration 0.2-0.8s Speed = Increased dome strength +2-8% Range = Increases size of dome +3-18% Efficiency = Decreased Energy Cost 10-40% Damage = Increased dome strength +6-45% Duration = Increases length of containment box 3-25% 3.E. Grinder Luck = Chance of Critical + 2-8% Speed = Movement Speed +2-20% Range = Movement speed +2-14% Efficiency = Decreased Energy Cost per second 10-40% Damage = Increased Damage +4-30% Duration = Decreased Energy Cost per second 7-28% 4. FLASH 4.A. Speed Force Luck = Increased movement Speed +3-9% Speed =Increased movement Speed +4-10% (+25% of base walking speed for level 7) Range = Decreased Energy Cost per second 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Decreased Energy Cost per second 3-15% Duration = Increases duration +10-60% 4.B. Supersonic Evade Luck = Increased duration +5-22.5% Speed = Increased damage bonus +3-9% Range = Decreased Energy Cost per second 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage bonus +4-30% Duration = Increases duration +5-37.5% 4.C. Whirlwind Luck = Increased duration +2.5-17.5% Speed = Increased stun duration +15-90% Range = Decreased Energy Cost per second 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage per second +4-22% Duration = Increases duration +5-42% 4.D. Charge Luck = Increased chance to critical +2-8% Speed = Increased chance to disarm +10-70% Range = Increased length of passing through objects/enemies +3-17% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage +4-30% Duration = Increases stun chance +30-350% 4.E. Pinball Attack Luck = Increased chance to critical +2-8% Speed = Increased chance to stun 30-90% Range = Increased distance between attacks +4-28% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage +4-30% Duration = Increases stun duration +20-80% 5. WONDER WOMAN 5.A. Ricochet Luck = Increased chance to critical +2-8% Speed = Increased Damage +2-8% Range = Decreased Energy Cost per second 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage +4-30% Duration = Increases stun duration +30-220% 5.B. Lasso Snare Luck = Increased chance to critical +2-8% Speed = Increased impact force +10-70% Range = Increased snare distance +4-28% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage +4-30% Duration = Increases stun chance +3-25% 5.C. Lasso Capture Luck = Increased capture duration +7.5-45% Speed = Increased capture duration +7.5-45% Range = Increases Range that can be captured (you must aim on one enemy, and then it snares all enemies within range) +9-60% (radius) Efficiency = Decreased Energy Cost 10-40% Damage = Decreased Energy Cost 3-15% Duration = Increases Capture duration +20-80% 5.D. Lasso Spin Luck = Increased chance to critical +2-8% Speed = Increased spin rate (rotation rate) +2-20% Range = Increased capture range +4-28% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage +4-30% Duration = Decreased Energy Cost 7-30% 5.E. Flying Charge Luck = Increased chance to critical +2-8% Speed = Increased attack speed +5-20% Range = Decreased Energy Cost 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage +4-30% Duration = Increased stun duration +4-20% 6. ZATANNA 6.A. Firebolt Luck = Increased chance to critical +1-7% Speed = Increased damage +2-8% Range = Decreased Energy Cost 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased Damage +4-30% Duration = Increased chance to stun +3-25% 6.B. Polymorph Luck = Increased transformation time +3-9% Speed = Decreased rabbit health -1-13% Range = Increased transformation effective range +4-28% Efficiency = Decreased Energy Cost 10-40% Damage = Decreased rabbit health -4-30% Duration = Increased transformation time +33-60% 6.C. Time Shift Luck = Increased duration +2-8% Speed = Decreased enemy speed -12-36% (at rank 5, enemies are 33% base speed, so a quality 7 Speed boost would reduce it to 25%) Range = Increased range +5-36% Efficiency = Decreased Energy Cost 10-40% Damage = Decreased Energy Cost 3-15% Duration = Increased duration 5-38% 6.D. Protect Luck = Increased duration +3-9% Speed = Increased damage absorbed +2-8% Range = Increased range +4-28% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage absorbed +6-45% Duration = Increased duration 4-37% 6.E. Heal Luck = Decreased Energy Cost 3-15% Speed = Decreased healing speed 0.1-0.7s less time to heal Range = Increased range +4-28% Efficiency = Decreased Energy Cost 10-40% Damage = Increased healing amount +8-60% Duration = Increased healing amount +2-15% 7. MARTIAN MANHUNTER 7.A. Shape Shift Luck = Decreased damage vulnerability -3-15% less vulnerability (Martian Manhunter takes an increased amount of damage when shape shifted, this reduces the damage 'penalty') Speed = Increased Speed +3-9% Range = Increased duration +4-22% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage bonus +4-22% Duration = Increased duration +4-38% 7.B. Shadow Shift Luck = Decreased Energy Cost 3-15% Speed = Increased walking speed +3-20% Range = Increased walking speed +3-9% Efficiency = Decreased Energy Cost 10-40% Damage = Decreased Energy Cost 3-15% Duration = Decreased Energy Cost 3-15% 7.C. Phase Charge Luck = Increased chance to critical +2-8% Speed = Increased attack speed +2-20% Range = Decreased Energy Cost 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage +4-30% Duration = Increased chance to stun +3-25% 7.D. Mind Burst Luck = Increased chance to critical +2-8% Speed = Increased damage +2-8% Range = Increased range of radial +5-25% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage +4-30% Duration = Increased stun duration +10-75% 7.E. Psychic Pulse Luck = Increased chance to critical +2-8% Speed = Increased psychic pulse speed +4-40% Range = Decreased Energy Cost 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage +4-30% Duration = Increased chance to stun +3-25% 8. AQUAMAN 8.A. Whirlpool Luck = Increased capture duration +4-22% Speed = Increased whirlpool move speed +6-60% Range = Decreased Energy Cost 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage per second +4-30% Duration = Increased capture duration +10-60% 8.B. Water Bolt Luck = Increased chance to critical +2-8% Speed = Increased water bolt speed +2-20% Range = Decreased Energy Cost 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage +4-30% Duration = Increased chance to stun +3-25% 8.C. Waterblade Luck = Increased chance to critical +2-8% Speed = Increased damage per hit +2-8% Range = Decreased Energy Cost 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage per hit +4-30% Duration = Increased chance to stun +3-25% 8.D. Rising Uppercut Luck = Increased chance to critical +2-8% Speed = Increased damage +2-8% Range = Increased area of effect +10-70% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage +4-30% Duration = Increased chance to stun +3-25% 9. HAWKGIRL 9.A. Thanagarian Strike Luck = Increased chance to critical +2-8% Speed = Increased damage +2-8% Range = Decreased Energy Cost 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage per hit +4-30% Duration = Decreased Energy Cost 3-15% 9.B. Nth Degree Luck = Increased chance to critical +2-8% Speed = Increased chance to stun +3.3-23.3% Range = Increased radial radius +0.9-6.3 feet Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage per hit +4-30% Duration = Increased stun duration +0.6-2.4s 9.C. Mace Throw Luck = Increased chance to critical +2-8% Speed = Increased chance to stun +2.9-20.3% Range = Decreased Energy Cost 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage +4-30% Duration = Increased stun duration +0.6-2.4s 9.D. Warcry Luck = Decreased Energy Cost per second 2-14% Speed = Increased damage per second +2-8% Range = Increased range (cone) of effect +0.5-3.5 feet Efficiency = Decreased Energy Cost per second 10-40% Damage = Increased damage +4-30% Duration = Increased range (cone) of effect +0.3-1.9 feet 10. HUNTRESS 10.A. Hunting Season Luck = Increased chance to critical +2-8% Speed = Increased damage +2-8% Range = Increased range +4-28% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage +4-30% Duration = Increased stun duration +30-220% 10.B. Bullseye Luck = Increased stun duration +3-9% Speed = Increased stun duration +5-32% Range = Increased range +4-28% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage +4-30% Duration = Increased stun duration +30-220% 10.C. Gotham Girl Luck = Increased chance to critical +2-8% Speed = Increased attack speed +2-20% Range = Increased chance to stun +1-7% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage +4-30% Duration = Increased stun duration +30-220% 10.D. Rapid Fire Luck = Increased chance to critical +2-8% Speed = Increased damage +3-25% Range = Decreased Energy Cost 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage +4-30% Duration = Increased stun chance +3-25% 11. GREEN ARROW 11.A. Exploding Arrow Luck = Increased chance to critical +2-8% Speed = Increased damage +2-8% Range = Increased explosion area +10-40% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage +4-30% Duration = Increased stun duration +20-80% 11.B. Power Shot Luck = Increased chance to critical +2-8% Speed = Increased damage +2-8% Range = Decreased Energy Cost 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage +4-30% Duration = Increased stun chance +3-25% 11.C. Fire Arrow Luck = Increased chance to critical +2-8% Speed = Increased damage +2-8% Range = Decreased Energy Cost 3-15% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage +4-30% Duration = Increased burn duration +25-225% 11.D. Electric Arrow Luck = Increased chance to critical +2-8% Speed = Increased damage +2-8% Range = Increased shock duration +3.4-5s Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage +4-30% Duration = Increased shock duration +3.6-5.4s 11.E. Barrage Luck = Increased chance to critical +1-7% Speed = Increased damage +2-8% Range = Increased target area +10-40% Efficiency = Decreased Energy Cost 10-40% Damage = Increased damage +4-30% Duration = Increased stun chance +3-25% VI. BOSSES These are generic boss strategies for lower level difficulties. These all work very well on easy through hard difficulties. They may also work on Elite difficulty. If you are having trouble on any of these boss battles, or are playing through the superhero difficulty, see farther down for separate boss strategies. Miniboss: Giant Assault Bot At the end of the second segment of Episode 1, you will face the Giant Assault Bot. Superman's Freeze Breath will freeze him for a short time. You can also throw cars and other props and keep your distance as it is very slow. Miniboss: Security Robot 11 Boss #1: Brainiac Robot (Clone) Although this is a Brainiac robot, he's pretty tough. He shoots semi-homing (tracking) electroballs, attacks with an expanding (medium ranged) electropulse, and does sweeps (circular and line). In the second form, he can hit to knock-down (even a blocking hero). When he goes back into the force field cage, he can't be hurt, but you need to destroy the forcefield generators, located near the four corners. Some of his attacks will be blocked by the forcefield generator, so if you are on the far side, you don't need to block as much. If you need to recover, try flying (triangle, triangle). When the first form gets low on life, Brainiac send out little mines. You can destroy the enemies (mines) or get close to them and they'll activate. You can jump over most of the electropulses and sweeps except the circular sweep, which you can either block or you can run near the middle and avoid. However, if you are running in the middle, the circular electropulse only occurs when you are down to the last of the four generators, so Brainiac will start throwing mines. You can track the mines back to the generator and have the mines damage the generators. Fairly effective skills are: Batman's Batswarm, Superman's Heat Vision, Superman's Flying Charge. Boss #2: Queen Bee Queen Bee is very fast, but doesn't attack a lot. She can summon "the Swarm" ("Protect the Hive!"), which Martian Manhunter's (radial) Phase Pulse can take out easily. When she's lower in life, she will summon drones (which you must take out like earlier enemies). Queen Bee can also shoot rockets, and the best thing to do is have Martian Manhunter in Phased form (invulnerable, this is L1+R1 keys, and just run around -- don't stay in one place). He is invulnerable. In terms of the rockets, this is when the crosshairs aim for you. Zatanna just rocks Queen Bee's world with the firebolt. I find it a little hard to connect with the Phase Charge (also nicknamed "heart rip") with MM. The Drones you can polymorph as well. Queen Bee can also lob Green Globs at you, which hurt a lot. She does have shorter range moves, but they are pretty bad and leave her very vulnerable. You can also retreat to the very beginning, and Zatanna will be able to catch Queen Bee with her firebolts and Queen Bee will not attack (don't go too far forward or she will). Alternately, you can use MM, shadow shift (while flying) into Queen Bee, wait for her to attack, exit shadow shift, shape shift, and bat her with the hands. If she fires rockets ("targeted attack"), make sure you're flying and move in a straight line and not hit any of the walls. Timing is crucial in Superhero mode against the bees not to have MM targeted and killed. (I think it's like, if there is one bee left in the first wave of bees, you will be targeted, then 3 bees for the rest of the waves.) In lower levels, you can always pump up Zatanna's fire bolts, and have MM shadow shift and try to draw her attention with MM. Zatanna's powered up fire bolts will pummel Queen Bee, and he only has to Mind Burst when there are drones. Boss #3: The Key Here you are using The Flash and Green Lantern. You need to save the scientists first (which you can hurt the Key a little, but not a lot). The scientists are in the back right and back left of the room you enter (upper left, upper right). There are three phases: Phase 1: Key has these six attacks: summon portal to space (vacuum, instant death), summon portal to "heart of the sun" == fire on both sides, jump at you and attack (close distance), gun slap you (very close distance), shoot you with tracer bullets (they don't hurt too much if you block, or if you go through them the right way, or if you time your jump, they don't hurt at all), shoot you with a beam (** this hurts a lot, but you have to time your jump). Green Lantern can bomb him from afar with Plasma Bolts; Flash just needs to time it correctly, speed force + supersonic evade and slap him up. You can usually get like 3-4 O attacks in if he jumps towards GL, and about half to a full heroic meter in O attacks if he does any of the shot attacks. Phase 2: Key disappears for a while, and summons a portal to "another dimension" which brings in the Steve Irwin killers ... er ... I mean, manta rays, and mushroom dudes (quadralu ... whatever) Since the Key is out of the room, and GL has trouble with these guys, Flash should whirlwind ... whirlwind ... whirlwind. Once you kill these guys, you can take on the Key again. Again, he has his six attacks. If you get him down to like under 1/4 life or so, he disappears agin ... Phase 3: again, Key disappears for a while, and summons a portal to "another dimension". After the Key reappears and spawns more creatures is where it gets tricky. At this point, we had Green Lantern drop Sledge hammers and Flash would just run along and attack as he was safe, but mostly everyone would stay out of trouble. GL: Run along... drop a sledge ... run along ... drop a sledge ... Flash: Speed force ... Supersonic evade ... run run ... punch punch ... run run ... Speed force ... Supersonic evade ... run run ... punch punch ... run run ... (on the perimeter of the room) (FYI, Speed Force also works in conjunction to both Super Sonic Evade, and to Whirlwind, so you can sweep an entire screen, it's insane.) Just stay away from the portals, those cause a lot of damage. Green Lantern can use his abilities like Grinder on enemies, Containment, whatever that Pulse/Bolt attack is, and the Hammer attack. The Key is fairly easy with Flash in earlier difficulties. Whirlwind deals with the enemies other than the Key ... Boss #4: Killer Frost Killer Frost is mostly fairly easy. If you have pumped up your Wonder Woman's Lasso Capture to level 5 and added like 2-4 Range 7 boosts, you'll lasso all the enemies. Key here: Beat up the enemies before going to start the missiles. The enemies will block your way out (I think our PS/2 froze when the missile blew, I lassoed, and we were in front of the blast). Beat up on Killer Frost as much as possible (Zatanna & WW, I prefer at a distance). If you get her below a certain amount of life, she will encase herself with ice, or if less than 0:05 remains on the clock, she is invulnerable, so beat up the minions (if they appear) and run into each missile chamber and touch it and run out. You'll only need to do this twice. The third missile chamber is after you kill Killer Frost. Boss #5: White Martian Leader He's pretty boring, just the three little anklebiting enemies that scramble around are annoying. You can pick them and throw them at the Martian Leader to do a small amount of damage. Don't feel like dealing with ankle biters? Both Superman and Martian Manhunter can fly (triangle triangle). The Martian Leader is fairly agile, moves quickly, attacks with his tail and can hit you. He can hit you out of the air with energy pulses that do area of effect. Since Martian Manhunter's Phase Charge (aka Heart Rip) is invulnerable for a time, you can rip the guy's heart out ad infinitum. Superman just hangs out and uses heat ray vision to burn the Martian Leader. With Man of Steel on, you really don't have to worry about the ankle biters, so I just go around and chuck them at the White Martian Leader. You can also touch the 4 consoles in the center of the room that activate the Fusion generator. This takes off about 1/5 of his total life, and takes about 20-30 seconds to recharge. It can only do that 3 times. Boss #6: Gorilla Grodd You have the option of choosing 2 characters. Grodd throws exploding cans at you, charges at you, shoots at you, throws mines that do a lot of damage, and hits you with his mace. He also has 4 watch towers that shoot, and generally it's a good idea to kill the towers before you deal with Grodd, it will give you more room. I usually prefer to keep distance, as this guy hurts. As he starts getting below 10% health, he summons his Gorilla buddies (which are either free experience if you can kill them, or are annoying). Alternately, you can have someone doing the dodge dance in front of him while the other guy plugs him full of arrows ... Boss #7: Doomsday After freeing MM, the last pair of heroes you selected (of the three pairs) will be the ones you'll use to kill Doomsday. Doomsday is relatively fast and hits quite hard. He does have the ability to regenerate, and is fairly resistant to flame (i.e., Superman's heat vision doesn't do much damage). He also has 3 or so pals (minions) constantly spanning from two machines that can be destroyed but have a lot of hitpoints (in elite, they had about 20k). You do have a way to do a lot of damage: if you activate the forcefield, which lasts up to 15-20 seconds (say, if you stun Doomsday or use Containment or something so he is trapped in the middle) -- the forcefield activation is on the bottom, mid-right. Then go to the bottom, mid-left, and activate the lasers. Repeat, lather, rinse, Doomsday is dead. Alternately, you can fight him to the bitter end and not use lasers, it just takes a long time. One of the best combinations is probably Batman and Hawkgirl. The two clone generators have over 20k hp in Elite, but Thanagarian Strike can take those down fairly quickly (mine is averaging around 4k, and criticals quite often). Batman's Batswarm causes Doomsday to hunker down and put his hands over his head for a while. So you basically run around the room, destroying the clone generators and then the clones, and then you lure Doomsday into the middle and batswarm, run to the Forcefield generator, turn it on, turn on the laser system, run up to the forcefield, Batswarm, Forcefield on, Lasers on, repeat lather rinse, I don't think Doomsday got out of the center of the room. Alternately, you could pick some characters that have a chance to stun to keep Doomsday in the center of the room, like Huntress' Power Strike, Green Lantern's Sledge Hammer (or Detention) ... Flash had a pretty good chance against Doomsday too, mostly doing the usual Speed Force, Supersonic Evade aka Supersonic Dodge and Back Attack (mashing O and X)... Minibosses: Guardian 8, 8.1, 8.2. v8 is purely a physical attack with a charge. I believe the sickest combination that I used was Green Lantern (Detention) & Zatanna. 8.1 has a longer range and a swing and can throw out explosive mines. Again, Containment is pretty good. 8.2 is kind of a challenge. He has the ability to shoot missiles, but only if you stay far away. He is faster than the previous ones, but if you are mid-to-short-range, he won't shoot, he'll just be puzzled, or he will fire over your head. (Detention again is good.) Other options include the Flash with supersonic evade and speedforce, just learn his patterns. Boss #8: Brainiac This is more annoying than anything else. Braniac can attack physically, and shoot an electrobeam that looks cool and should do more damage than it does. Braniac is largely resistant to heat/fire. I think the stage works like this: There are some robots that Brainiac sends in front of you that you have to defeat. Then you have to walk up to Brainiac, who teleports you back to the beginning. There's a forcefield that prevents you from going on, but you have to destroy two assemblers, one right, one left, which create enemies. Upon destroying the assemblers, you can attack Brainiac for a while, until he goes down to 2/3 of his life. Then he teleports you back to the beginning, and you have destroy two assemblers again. Then you get to whack on Brainiac a while until 1/3 of his life. Then assemblers. Then Brainiac. One way to beat Brainiac is to have a range hero like Huntress, busy plugging Braniac full of arrows while Hawkgirl wandering within Braniac's range and meandering out. Boss #9: Darkseid Darkseid has three phases. First phase, you can attack him immediately. Darkseid can throw the hyperCube to create a whirlpool (in this phase, it's not the whirlpool of instant death, just sucks you in). He can make omega eye-beams that cause a lot of damage, but only are on the ground; it still does some damage if you're in the air. He can summon flames that spread across the screen, hitting ground and air. And he can hit you, charge at you, and do a radial attack. You mostly have to avoid getting tagged by omega beams or getting cornered. If you kill him, then he is reborn as the second phase. Batman was pretty good against the generators for the 2nd Darkseid (you have to destroy the 4 generators before you can hurt Darkseid), *but* you must be careful because if he throws the hypercube and you are in the middle of something like Dark Knight, you are toast. In this second phase, you must punch out the four powerfield generators, one mid-top-left, one top-left, one top right, one mid-top-right. What makes it harder is that Darkseid will try to attack you, so you sometimes need to do a rope a dope. This second Darkseid, you have to worry about the hypercube turning into the Whirlpool of hurt (it can kill you quickly, it does do some damage). When you destroy the generators, then you can attack Darkseid. Kill him again, and you proceed to: The final phase. Now Darkseid's cube creates a whirlpool of instant death -- you need to avoid it by flying and/or watching when he throws it. You can also throw the hypercube back, and it will suck in enemies and slow Darkseid down. In higher difficulties, Darkseid will summon minions such as parademons and greater parademons in his second and third forms, which adds to the difficulty. If you use Green Arrow, and you do stick and move and the circle of death (going around the outside and doing a spreadshot), it's not too too difficult. IX Superhero Difficulty This section is here because the difficulty of superhero warrants totally revamped strategies, even at high levels. All information in this section (IX Superhero Difficulty) was contributed by Boswer LK unless otherwise stated. General ideas for superhero Differences in superhero and lower difficulties: 1. Superhero bad guys are MUCH more aggressive (eg, white martian rifle guys shoot once then stand there like a retard on hard, but in superhero they shoot 4-5 times in a row then backpedals then shoots some more) 2. Superhero bad guys have incredibly good aim (on hard, I played around trying to kill drones standing still while shapeshifted with protect up, and all their bullets unerringly whiffed my incredibly large body, on superhero, the same drones would see you move, and PREDICT WHERE YOU'RE GONNA GO and SHOOT AHEAD OF YOU so you run into their bullets...ouch) 3. Higher difficulties yields a ton more shields 4. General strategies for defeating enemies: any move that incapacites enemies is very useful (i.e., polymorph, lasso capture, any move that stuns)(from gohanfan01) 5. For an easy (almost cheating) way to get through any level that you can use martian manhunter, just use shadow shift. If you have it fully leveled, and slotted for efficiency, you can get through any level without having to fight anything.(unless of course one of the objectives is to defeat enemies) Though this will remove any challenge in these areas.(from gohanfan01) Boss #1: Brainiac Clone Characters used: Superman, Batman Although this is a Brainiac robot, he's pretty tough. He shoots semi-homing electroballs, attacks with an expanding (medium ranged) electropulse, and does sweeps (circular and line). In the second form, he can hit to knock-down (even a blocking hero). When he goes back into the force field cage, he can't be hurt, but you need to destroy the forcefield generators, located near the four corners. Some of his attacks will be blocked by the forcefield generator, so if you are on the far side, you don't need to block as much. If you need to recover, try flying (triangle, triangle). When the first form gets low on life, the side generators send out little enemies. You can destroy both the generators and the enemies. (submitted by chclee) All of his attacks except the electro homing ball can be blocked without taking damage, including the laser walls he fires.(from gohanfan01) Also, for boss #1, the braniac robot in its final form: When it only has an upper body and throws projectiles and mines at you, you can lure the mines near brainiac and trigger them(or lift and throw them) and it'll do a ton of damage to him. (submitted by BoswerLK) Boss #2: Queen Bee Characters used: Zatanna, Martian Manhunter Martian Manhunter can actually solo her, though, it's much easier if zatanna has a humungous ranged timeshift. There are several tactics You can have zatanna do time shift and the initial activation of it will hitstun queen bee, and you can run up with MM, shapeshift and mash on light(x), 4 hits should get her to retreat to the throne, mind burst bees as always and just run or shadowshift the bombs, when she starts summoning drones, just have zatanna polymorph first, then time shift, ignore the rabbited drones (or let zatanna handle them) and shapeshift again If you miss the opportunity to hit her while she's stunned, or if zatanna dies, it gets slightly trickier. Fly and shadowshift, move up to her, wait for her to try a melee attack (she'll either block first, then do one big attack with really bad recovery, or do 2 quick hits with slightly better recovery), after her hands pass you, press triangle to shapeshift, let go for L1, and mash on X, in the last stage when she summons drones, you should shadowshift to the entrance where they won't follow you, shapeshift, and poke them til they die with your enormous ranged hands when shapeshifted. Alternate strategy for Queen Bee: This strategy is much slower, but much safer. If you stay in the entry way that you start in, Queen Bee will not follow you down there or attack. All you have to deal with now are the drones and bees she summons, as well as her target lock move. When she does this move, fly in a straight line away from the exit, and you should avoid the targeting move. Continue flying in straight lines away from walls until she is done with her targeting phase and return to the entrance way. While in the entranceway, fire Zatanna’s firebolts to damage Queen Bee. This will take a long time to finish since the firebolt’s damage is pretty small, but I was able to complete it on the first try using this strategy. (found on Gamefaqs message board) Boss #3: The Key Characters used: Flash, Green Lantern He is actually soloable with the flash, but having GL helps with the damage/sec and is a huge help for handling the summoned monsters. Anyways, he has 3 phases, for each 1/3 of his life, he'll change attack patterns. For his basic pattern (runs around and shoot you), use speed force and run circles around him counter-clockwise, because his laser comes out faster and sweeps counterclockwise, and his machinegun is slow enough that you'll go past it anyways with speed force on, he cocks his gun once for the laser, and twice for the bullets, so if for some reason flash died and you need to use GL, you'll have to react to that, just keep circling him so he won't do melee attacks (he doesn't recover fast enough for you to hit him). GL, if alive, should fly the entire time and spray plasma bolts when the flash is distracting him. When The Key shoots, move behind him (or use supersonic evade if you want), and mash on circle with flash (keep speed force on at all times), GL should unfly and grinder him in the back for extra damage. The black doors are instant death, so never touch them. Second phase, he'll summon some monsters at first, and the black door of doom is now a flaming door of...fire. Don't touch the fire. Whirlwind the monsters until the stingrays die (they're really fast and will give GL a lot of trouble), then have GL hammer them to death while flash goes back to fighting the key, or just keep tornadoing them until they die. Last phase, he'll spray lots and lots of doors, including monster doors, black doors, and flame doors. The only problem is the monster doors. Don't kill the mushroom guys this time, whirlwind them until the sting rays are dead, then just whirlwind and carry them all the way to the beginning of the level in some corner (you can stun them with GL's hammer first if you want). Then run away really fast into the poison gas rooms where the scientists were in, wait there, the key will follow you, but his mushrooms will not (stingrays will, so you want them dead). Just do the same thing, except you gotta stay inside the room this time so you have less room to navigate, but keep at it and he'll die. Also, he cannot summon doors inside that room, so if he shoots open dimensional doors, it'll either never appear, or will appear outside the room. So stay inside and nothing will ever happen to you (unless you mess up and get shot or gun whipped). Boss #4: Killer Frost Characters used: Wonder Woman, Zatanna Just fly around in circles away from her, as none of her ranged attacks (except falling ceilings) can hit you when you are airborne. When the clock is almost at 5 seconds, run to a doorway to a missile but DON'T go in. Instead, wait until it's UNDER 5 seconds (ie the clock reads 4 or less), she'll automatically encase herself, and you can run in and blow up the missile. You might wanna mash on square while running to activate it as soon as possible, the timing is pretty tight. Do this twice, and she'll die automatically from the second missile explosion even if she was at full health. It's the easiest boss fight you will ever have to do on superhero. (An alternate to running into the silos is to use WW's Spinning Charge move. She travels slightly faster then running. As long as you can control it, you'll get through with an extra 1/2 second - second which makes it more reliable. Just start the move at 5 seconds left and you'll begin moving at the four second mark to be safe to enter.) Submitted by Gohanfan01 Boss #5: White Martian Leader Characters used: Superman, Martian Manhunter Have mm distract him with shadow shift while superman handles bugs and pushes the buttons. Then shapeshift with MM and mash on x. Repeat and it should kill him. An alternate and easier strategy is to shadow shift in front of the boss while Superman stands back and uses heat vision. Though this is slower then the first method. (submitted by chclee and BoswerLK) Boss #6: Gorilla Grodd Recommended Characters: Flash, Batman. (easy enough that any characters will work) All his attacks are blockable without knockback, except for the exploding barrel. Furthermore, at melee range, he does only melee attacks nonstop. Also, his minions do not follow you to the room you start in. So bait him in by advancing slowly or hitting him with a projectile (fire straight up the middle), and just have one person block while the other bashes his brains out with projectiles. Alternatively, flash with speed force would just annihilate him. At very low health, some monkey soldiers will drop down through the ceiling. Stun/rabbit/kill them, and always be ready to turn around and block grodd if necessary. If for some reason you need to create distance, you can jump over him to dodge a melee then run for it. Boss #7: Doomsday Recommended Characters: Anyone (This strategy uses the traps in the room so you don't actually combat doomsday) Use your lowest level team if you want them to get exp. Ignore the minor clones and ignore the generators. Lure doomsday to the opposite side of the room from the computers. Now, make a mad dash to the middle console. You'll outrun them. Activate the forcefield, and laser. Wait like 2 seconds, then go back over to the middle console and press every button EXCEPT the last one, then listen. When you hear the forcefield go down, push the last button. This will raise it again. Then just repeat the above steps. 4 lasers puts him down. Run to the middle and get the exp and press square before the minor clones come to eat you. (If you're having trouble getting doomsday trapped by the force field, you have two options. If you're fast enough, you can trigger the forcefield right away. (BoswerLK) Otherwise, when Doomsday does his set of three radial attacks, he doesn't move for a while. Stay in the center of the room and dodge his attacks. When he starts the radials, run to the forcefield console and activate. Then just continue on with the above strategy.)(Gohanfan01) Mini boss: The Guardians 8.0, 8.1 and 8.2 Recommended Characters: Flash and Martian Manhunter. They have a ton of hp now. With flash, super run up and supersonic evade and mash on O. With MM, shadowshift and stand a medium distance away from him. You want him to use his charging move (it has severe lag). Once he passes through you, shape shift, turn around, and hit him with 4-8 lights (depends on how much speed you have on combat and shapeshift). He should go down in 1-3 barrages. Alternatively, have your partner block to tank while you just mash on X, as his melee's like gorilla grodd, are blockable without knockback. Boss #8: Brainiac Recommended Characters: Flash and Martian Manhunter. Easier with the flash. MUCH faster and funner with MM. Shadowshift in front of him, but not inside of him. You want him to do a melee. Right after he whiffs, shapeshift and smack him with 2-3 lights, then IMMEDIATELY cancel the recovery into shadowshift again. If he melees again, do it again. If he does his radial attack, you'll only get 1-2 hits on him after. One O attack from shapeshifted MM drops the generators. Use the other character to handle the robots, or do some skillful cover and poke with shapeshifted mm. Mini Boss: Mantis Thing Characters Used: Green Lantern, Martian Manhunter He actually doesn't count as a boss. Even though the circle doesn't appear above his head, he can be stunned. Use mm, psychic bolt (it should have over 100% stun chance by now, MM started superhero at 18 and has hit 20 already at this point, one 7 duration brings it up to 105%), run up, shapeshift, mash on X, done. Protect Superman: Recommended Characters: Wonder Woman and any of the following: Batman, Green Arrow, Zatanna, or Martian Manhunter. I'm listing this because it's extremely hard, especially if you don't pick the right team. First off, you are almost required to use wonderwoman, the greater parademons can't be stunned or bunnied, but can be lasso'ed. They have so much health and do so much damage now, disabling them should be your first priority. For your second character, I suggest batman, zatanna, a suped up green arrow, or martian manhunter. Batman/Zatanna should have ranged up flashbangs and polymorph and damaged up bat swarm/batarangs/fire bolts. Green arrow should have ranged up exploding arrows and damaged up damage arrows. MM should have at least 2 efficiencies on his shadowshift. Wonder Woman should focus on lassoing the greater parademons, then either OXXO or torpedo it to death. Batman/zatanna should stun/bunny everyone else and kill them, probably with ranged attacks since the screen won't reach that far. MM should distract everyone with shadowshift while WW lassos all of them, then shapeshift to pick them all off. Green arrow should spray exploding arrows to keep everyone else pinned and use barrage to assist in damage. when you get to a door, batman should batarang it, and MM should shapeshift it. for some reason, batarangs do full damage to the door, while everything else does like 5%. MM's shapeshift is just so strong, it should mow through the door anyways. Also, theoretically, MM should also be able to shadowshift right through the door. I didn't use him (I use WW and bats), so I don't know for sure, but this is handy if there's a mob on the other side. WW can lasso them, and MM can shift through and pick them off before they hurt superman. At the very last part, there will be a skinny bridge and 2 rocket launchers waiting for you on the other side. WW can die here, for she is nearly useless with her richochet, with batman/zatanna/green arrow, pummel it with all your strongest single target ranged attacks before they kill superman (bat swarm+batarangs combo/firebolt as fast as you can/arrow rain+electric arrow+normal arrows). For MM, he should shadow shift and make the rockets aim at him, and just stay put, making the rockets shoot away from superman, until he opens the door. Boss #9 Darksied: Recommended Characters: Player 1: Martian Manhunter, Green Lantern, Batman, Green Arrow. Player 2:Flash, Superman, Wonder Woman, Zatanna. When the fire stops, Flash should distract him with supersonic evade and mash on O while MM shapeshifts and mashes on X. Do this 1 or 2 times and he's done. Second phase, use your speeded up shadowshift to get to the side generators first and shapeshift them. Use O, since X misses a lot for some reason. For the top ones, wait til the fire passes first, then shapeshift them. The flash can run around in circles to distract darkseid, and superman with man of steel should be able to tank darkside. When guys drop in, flash should tornado, supes should flying charge, WW (if that player is THAT bad that you're up to WW already..............), should lasso, MM should shadowshift to get to the cube really fast and suck darkseid in. Once he's in, shapeshift and mash on X. He can't die in there, so once he gets out, mind burst/charge/richochet/flying charge him once. The last form he summons greater parademons. Superman can die now (or try to freeze them, I don't think it works though). WW should do whatever it takes to keep them all lasso'ed, MM gets cube, throws, shapeshift, mash on X. If MM ever dies, you're in trouble, because no one else can do damage even close to that. You want him to kill at least his first form and generators. After that, GL can use containment to distract dark to make getting the cube easier, then use grinder while supers heat visions and WW torpedos. Batman should bat swarm and XOX. Green Arrow should barrage and electric arrow and combo. If it comes down to zatanna, she should use an extremely ranged up timeshift, and OXXO on trapped darkseid. Section IX: Easter Eggs, Glitches, Bugs, and Known Issues. X.1: Easter Eggs There is one Easter Egg, in all Snowblind Studio productions, there is a penguin. This is located in the level where you are on a timer and have to destroy the door to save the scientists. If you don't rotate the screen and you start at the top of the room with the door above you, there is a cardboard crate in the bottom right which when broken contains the penguin. X.2: Glitches, Bugs, and Known Issues There is an amusing glitch where occasionally you can pick up civilizians (with the  square button, not as on a date!), especially in the Zatanna/Martian Manhunter level. All of the characters appear to have witty sayings if you leave them idle for too long. There appears to be a bug in single player with Zatanna and Martian Manhunter, where if you do a polymorph with Zatanna followed by a Shapeshift with Martian Manhunter, sometimes Martian Manhunter will be unable to move. If you move around with Zatanna, normally your other character will teleport and catch up, if he/she is too far away, but when Martian Manhunter is unable to move, he will not teleport, so you will end up finishing the level with Zatanna. Section XI: Credits Thanks to Captain K. (firstname.lastname@example.org) for his notes on boosts (skills & boost effects). Thanks to chclee from the GameFaqs Message board for most of this FAQ. Thanks to Boswer LK for the wonderful strategies on the superhero bosses.