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    Simulator Disc Missions Guide by Maj

    Version: 0.4 | Updated: 12/14/06 | Search Guide | Bookmark Guide

    Marvel: Ultimate Alliance (USA Playstation 2 version)
    Simulator Disc Missions guide version 0.4
    By Maj
    Website: http://sonichurricane.com
    E-mail: majestros@sonichurricane.com
      Nearly every character in MUA has a unique solo adventure accessible via the 
    Training Computer located inside team headquarters after obtaining the 
    corresponding Simulator Disc in Story Mode.  With sound combat strategy and 
    proper allocation of talent points, it is possible to obtain Gold ranking in 
    each of these comic missions immediately upon retrieval.  There is no need for 
    power-leveling, additional stat bonuses, costume upgrades, or ideal equipment 
    to successfully complete these missions.
      This is not a full walkthrough guide.  By now there are plenty of those out 
    there.  Just about all of the major stuff has already been covered, and the 
    game itself is not difficult by any means.
      This is not a character guide.  Some characters, some skills, and some team 
    builds are better than others, but any team can get through the game.  Most 
    people will just pick their favorites and that really is the best approach.
      Since this guide covers such diverse gameplay, it will take a few updates 
    before it is completed.  If you have anything to add, just drop me an e-mail.  
    If whatever you have to say is new to me and you're the first person to bring 
    it up, i'll make sure to give you proper credit.
      If you want to use any of the information below, just give me due credit.  
    Maybe include a link to this document.  Whatever, you know the drill.  Thanks.
    12/14/2006 - MUA Simulator Disc Missions guide version 0.4
      Tabulated skill point distribution advice for every character
      Incorporated simulation timer slowdown trick into general tips
      Appended weapon respawn discovery to Mephisto's Realm description
      Included contributed throw instructions pertaining to Skrull map
    11/22/2006 - MUA Simulator Disc Missions guide version 0.3
      Examined melee options in general strategy
      Reorganized map overviews to incorporate Helicarrier respawn point discovery
      Posted a pair of contributions to Blade strategies
    11/17/2006 - MUA Simulator Disc Missions guide version 0.2
      Added updates section
      Completed map overviews
      Expanded character-specific strategies
      Made several slight clarifications
    11/11/2006 - MUA Simulator Disc Missions guide version 0.1
      Established project groundwork covering basics, maps, and characters
    Table of Contents
    I.    General Strategy Overview
    II.   Map Analysis
    III.  Character Analysis
    IV.   Character Build Recommendations
    I.  General Strategy Overview
      While Versus Comic Missions allow unrestricted team selection, each Hero 
    Comic Mission focuses on one solitary character.  Since the MUA roster is so 
    large, the first step toward successfully completing a character's simulation 
    is becoming familiar with that character's powers, strengths, weaknesses, and 
    play style.  When using an unfamiliar hero, it helps to use each room of 
    enemies to test out one or two powers at a time.  Apart from attempting to 
    complete the mission, there is no need to worry about points or rankings 
    during first playthrough of any new simulation.
    -Power Selection-
      Despite the diversity of the cast, there exists a sort of "general solution" 
    to combat efficiency in MUA.  Selecting the right combination of powers to use 
    is the primary challenge to mastering each character.  Usually this translates 
    to choosing the best boost and picking the best offensive power.  In most 
    cases, the bottom line is damage.  The first task is finding the boost that 
    augments damage caused by powers.  If none exist, some defensive boosts may 
    also prove useful, as well as certain unique gimmicky boosts that create a 
    significant advantage.  However, some characters simply do not have a good 
    boost to use in simulator disc missions so it's best to conserve the energy.  
    Some of the best solo boosts are Mr. Fantastic's Fantastic Fists, Black 
    Panther's Stealth, Invisible Woman's Fantastic Shield, and Iceman's Frigid 
    Aura.  Some of the worst include Human Torch's and Spider-Woman's boosts.
      The next step is experimenting with special powers which cause useful status 
    effects.  Some powers inflict ailments such as stunning opponents, slowing 
    them down, trapping them in place, and so on.  However, many of these are far 
    less effective in practice than they appear in theory due to factors such as 
    overpriced energy cost or prohibitively lengthy execution time.  Some of the 
    best status change powers are Thor's Hammer Toss, Invisible Woman's Kinetic 
    Snare, and Spider-Woman's Ensnare.  Some of the worst include Storm's Hail 
    Storm and Ms. Marvel's Explosive Touch.  Since bosses are immune to status 
    effects, these powers are typically reserved for standard mobs and not worth 
    the energy cost against bosses.
      Finally, it all comes down to finding the attack power which yields the 
    greatest damage/cost ratio to kill as many things as possible before running 
    out of energy.  Sometimes the best attack power against normal enemies is not 
    the best attack power against bosses, simply because due to status effects.  
    For example, Thor's best attack against normal enemies is Hammer Toss (since 
    it stuns multiple enemies) but his best attack against bosses is Thor's Rage 
    (due to high damage output and auto-targeting).  For many characters, the 
    most potent offensive powers are their chargeable projectile attacks.  Always 
    fully charge Blade's Spike of Destruction and Elektra's Death's Touch before 
    unleashing them and don't worry about getting hit by the minor enemies.  
    Otherwise, they will run out of energy quickly without inflicting lethal 
    damage to enough enemies.
      Nearly every Xtreme power in the game is valuable enough to justify the two 
    talent points required to unlock them.  Once the Momentum meter is full, 
    quickly find a room full of enemies and use it immediately.  This accelerates 
    progress, saves time, and clears the Momentum meter to avoid wasting any 
    further meter-building opportunities.  However, most characters should not go 
    out of their way to engage in unnecessary melee combat in order to build 
    Momentum.  For most characters, melee simply deals damage too slowly.
      Of course, once the decisions have been made, all talent points should be 
    subtracted from unused powers and reallocated to the best ones.  Usually there 
    is no reason to keep primary powers at low levels since damage/cost ratios of 
    all powers increase with each upgrade.
    -Gear Selection-
      Until the final two acts of the game, the best equipment for simulator disc 
    missions is the Attuma's Wrath item.  It increases power damage by +25% which 
    provides the greatest combat efficiency boost of all gear found in the first 
    three acts.  Characters with Energy Dmg Powers are the only exception since 
    the White Ring of Mandarin bestows an even greater damage boost.
    -Melee Efficiency-
      The fastest way to knock out ordinary opponents with melee attacks is to 
    knock them down using the Trip combo (Attack, Smash, Attack) then land a 
    couple of hits while they're down, and repeat when they get up.  This simple 
    five-button sequence (Attack, Smash, Attack, Attack, Attack) can be reiterated 
    without hesitation until the opponent runs out of health.
      The universal Stun combo (Attack, Smash, Smash) is the next best thing 
    against enemies that can not be knocked down via the Trip combo.  Damage is 
    inflicted slightly slower than the preferred combo above.  Unfortunately, the 
    Popup combo (Attack, Attack, Smash) elevates opponents out of range for too 
    long to be useful in timed missions.  It is the least optimal of the three.
    -Time Limit Extension-
      Several characters have the ability to temporarily slow time for everyone 
    except the hero team.  Daredevil's Hyper Sense, Ms. Marvel's Cosmic Awareness, 
    Silver Surfer's Slow Time, and Spider-Man's Spidey Sense all produce this 
    altered state.  Strangely enough, these boosts also affect the countdown timer 
    during simulator missions.  Daredevil, Ms. Marvel, and Spider-Man can take 
    advantage of this phenomenon to finish simulations with substantially improved 
    completion times.  Of course, this trick does not apply to Silver Surfer 
    because he has no simulator disc to obtain.
    [contributed by: tragic]
    -Monitoring Progress-
      Look to the bottom right corner of the screen when an enemy dies.  The total 
    current Enemy Kills Score briefly appears below the Seconds Remaining clock.  
    Use these figures to estimate whether the final score will surpass the desired 
    ranking achievement - typically 20,000 points for Gold.
    II.  Map Analysis
      Two simulation maps contain a fixed number of enemies: Mephisto's Realm and 
    Skrull.  The remaining four maps house enemy respawn points: Helicarrier, 
    Omega Base, Murderworld, and Asgard.
      In stages with finite numbers of enemies, it's all about attack efficiency 
    and keeping seconds on the clock to add to the final score.  Enemy kills earn 
    more points than saving time, so it is important to be thorough.
      In stages with countless enemies, it's all about reaching the respawn point 
    and pumping up the score as high as possible before taking on the boss.  Even 
    the toughest bosses don't last longer than three minutes, leaving plenty of 
    time to rack up 20,000 points for that Gold ranking.  Consequently, maps with 
    enemy respawn capability make it much easier to attain Gold ranking.  Since 
    the clock isn't a factor, survival is the only challenge.
    -Mephisto's Realm-
      Two armed Fire Giants patrol this stage - one at the halfway mark and the 
    other at the end.  Immediately upon encountering the first Fire Giant, 
    initiate the acrobatic button sequence (using the Grab button) to steal his 
    sword.  Then clear out everything else in the room very quickly.  The massive 
    blade greatly increases melee damage as well as attack range without any 
    energy cost.  With it, heroes can clear entire rooms in seconds and greatly 
    reduce mission completion time.
      At the end of the stage, kill everything before engaging the Fire Giant, 
    then deal 90% damage to the Fire Giant.  Finish him off with the Grab button 
    sequence to steal his sword without having to use it on him.  Continue to the 
    boss room and drop the sword, activate the boost, pick up the sword, and 
    rush through the pre-fight conversation.  Possessing the sword will yield 
    roughly 20% damage to the boss without having to use any powers.  Once the 
    sword breaks, switch over to the most damaging attack power available until 
    energy runs out.  Once that happens, either switch over to melee chains or run 
    around evasively while recharging energy.  Once again, it's all about damage.  
    Do enough damage, quickly enough and the boss will throw out health and energy 
    orbs.  As long as the hero can inflict roughly 20% damage to the boss before 
    dying, the orbs will replenish reserves and lead to victory.
      The first Fire Giant encountered on this level respawns approximately every 
    minute.  This won't generate sufficient enemy kill points to meet Gold ranking 
    requirements, but it does provide additional weaponry if needed.
    [contributed by: KFCrispy]
      Although this stage contains a fixed number of enemies, several rooms do 
    produce enemies in waves for extended periods.  It is important to maintain an 
    aggressive pace in order to conserve time.  The melee brawlers post the 
    greatest direct threat in terms of damage, but they also make the hero's job 
    easier by not running away.  The ranged attackers inflict less damage, but are 
    harder to catch.  If possible, save time by destroying them from a distance.
      Before attempting to achieve Gold ranking, take the time to become familiar 
    with the map layout.  Unlike other stages, the proper path through this level 
    is not immediately apparent from the mini-map display.  Enemies on this map 
    always approach in groups of two or three.  Although none of them are 
    particularly formidable, the Galactus Punishers do possess a radial knockdown 
    attack.  Avoid this at all costs because getting knocked down wastes too much 
    valuable time.  If possible, use attacks which damage multiple opponents from 
    a distance in order to keep everyone in check.  Relative to some of the other 
    maps, this stage is actually quite fair.
      Unarmed enemies can be thrown off the exposed edges of the walkway segments 
    located throughout this map.  This excellent alternative to melee combat can 
    dramatically reduce completion time.  Attempting to throw while too close to 
    the edge can give enemies a chance of bouncing back inexplicably.  Staying one 
    character-width away from the edges usually prevents this occurrence.
    [contributed by: Ken]
      Early on in the level, a breakable wall must be breached to progress onto 
    the next room.  After stepping into the following area, the three enemies 
    encountered before the wall respawn once more.  Don't lose points by ignoring 
    them.  Whenever Xtreme powers become available, open a nearby door to increase 
    the number of enemies affected.  At first glance this map seems to house a 
    fixed number of enemies, but it turns out that there is a hidden respawn point 
    on this level.  Every hero with a Helicarrier mission can finish it quickly 
    enough to attain Gold ranking without utilizing the respawn point.  In fact, 
    the character-specific strategies provided in this guide were devised before 
    the respawn point discovery.  However, the respawn point makes it much easier.
      The fifth room, found on the other side of the force field, contains two 
    Ultron Strikers, one Ultron Warrior, and one Doom Bot.  After defeating them, 
    open the door back to the fourth room and take a step into it.  All four 
    enemies in room five will respawn instantly.  Continue to fight them until 
    roughly the eight-minute mark and then move on, leaving plenty of time to 
    clear the rest of the map and take out the boss.  The enemy kills alone should 
    produce over 20,000 points.
    [contributed by: McMystery]
    -Omega Base-
      The ability to customize the respawn point in this stage makes it quite 
    possibly the easiest simulation level design in the game.  Located halfway 
    through the map is a room containing six teleporters, each adjacent to a 
    destructible computer.  Each teleport chamber will generate an endless 
    succession of AIM Troopers for as long as its corresponding computer remains 
    intact.  If six enemies attacking simultaneously is too much to handle, simply 
    destroy one or two of the computers to restrict the flow.  Find a comfort 
    level and keep fighting until the desired number of enemy kills is reached, 
    then destroy the leftover computers and move on.
      Some of the other enemies found on this stage can prove troublesome, but the 
    respawn point effectively eliminates the need to race against the clock.  Use 
    the Grab button on Shielded AIM Troopers to wrestle away their safeguard, then 
    knock them out.  Popup combos (Attack, Attack, Smash) and certain attack 
    powers can even pierce their shielding.  To ensure that Super Soldiers can't 
    perform their throws, hit them with the Stun combo (Attack, Smash, Smash) or 
    take them out from a distance.
      Fortunately, the respawn point on this map occurs on the bumper car stage.  
    Even characters who normally struggle in solo gameplay are placed on an even 
    playing field.  Piling multiple opponents into the corners of the arena yields 
    particularly lethal results because each collision will inflict multiple 
    instances of damage as enemies ricochet into one another.  It helps to drive 
    extra bumper cars down the steps and out of the rink to free up the corners 
    and make this tactic easier to perform.
      As an example, Deadpool simply does not have the tools needed to effectively 
    control mobs of opponents.  All of his powers are slow, costly, and leave him 
    open to counterattack.  Therefore, the easiest approach is to use his Teleport 
    Ability (jump twice) to rush through the level, avoiding combat entirely.  
    Then simply spend ten to fifteen minutes driving the bumper car accruing 
    20,000 points accrue via enemy kills.  With that objective out of the way, all 
    that remains is to survive the boss encounter.
      The action never stops on this level, because the entire battlefield acts as 
    a respawn point.  The constant flow of Clay Guardians and Loki Trolls may seem 
    overwhelming at first, but most good radial powers can keep them at bay.  The 
    steady stream of energy orbs from fallen enemies should regularly replenish 
    reserves.  Heroes with superior piercing beam powers should utilize a castle 
    doorway as a bottleneck to keep opponents in line.  Alternatively, taking a 
    few steps back from an attacking mob usually manipulates them into forming a 
    line - perfect for unidirectional piercing attacks.  Since there's never any 
    end to the enemy army, it's entirely up to the player to decide when to finish 
    the simulation by heading to the end of the map to face the boss.
    III.  Character Analysis
      Although MUA features a surprisingly well-balanced cast in four-character 
    team settings, the same can not be said of solo capability.  Most characters 
    have one or two powers that can contribute to a powerhouse team combination, 
    but very few have what it takes to survive alone.  Unfortunately, the heroes 
    who struggle in solo scenarios also tend to be the least fun to use alone.  
    With underpowered characters, the most viable attack in terms of damage/cost 
    ratio often turns out to be their most basic and least interesting attack.  To 
    make matters even worse, the exciting characters can easily achieve Gold 
    ranking in two or three simulation attempts while the boring characters will 
    most likely end up repeating the same mission ten times simply to become 
    sufficiently efficient at shaving seconds off the clock.
    -Exciting Characters-
      Spider-Man faces one of the more challenging boss simulations in the game, 
    but is fortunate enough to find himself on the Omega Base map.  Web Warrior is 
    essentially the only power needed here.  Just keep using it over and over.  
    Don't worry about taking damage.  Spidey will be killing opponents so quickly 
    that their health and energy orbs will offset everything the enemies throw at 
    him.  Feel free to utilize whichever boost seems more interesting, but neither 
    one is actually necessary.
      Proceed to the room with the AIM generators and keep using Web Warrior on 
    the constant flow of AIM Troopers.  If they prove too difficult to control six 
    at a time, break two or three of the computers to even the odds.  Continue 
    until surpassing 18,000 enemy kill points, then break the remaining consoles 
    and move on.  None of the generic opponents on this stage should pose a threat.
      The boss battle isn't too difficult either.  Web Warrior won't throw the 
    boss, but that only means the damage is inflicted faster.  Just try not to 
    screw up the button sequences for saving Dum Dum Dugan and he'll be fine.
      It might be a good idea to invest five minutes into becoming familiar with 
    the final fight before spending fifteen minutes trying to earn Gold ranking.  
    Spider-Man's Web Zip ability (Jump and hold Jump) allows him to get through 
    the whole level very quickly without having to fight anything.  Practice 
    fighting the boss once or twice to get an idea of what to expect, then go back 
    and rack up those points for the Gold ranking.
      Thor does quite well on his own.  The Asgard map provides a constant flow of 
    enemies whose only hope is to swarm Thor from all sides.  Thor's Rage is 
    almost ideal for this situation, but its main drawback is that it causes 
    knockdown, negating a large portion of its potential damage.  Hammer Toss, on 
    the other hand, yields respectable damage for a reasonable cost while stunning 
    opponents and providing an additional strike as Mjolnir returns to Thor's 
    hand.  Simply taking a few steps back aligns freshly spawned enemies perfectly.
      After achieving the required number of enemy kills, fly to the end of the 
    level to face the boss.  Remove talent points from Hammer Toss and reallocate 
    them to Thor's Rage, use one of the weapons on the outer walls to make the 
    boss vulnerable, then fly beyond the boss' melee range and take him down with 
    Thor's Rage.  Since bosses can't be knocked down, he'll have to bear the full 
    brunt of the attack with no means of counterattacking.
      Invisible Woman is even more fun to use.  Her Fantastic Shield boost renders 
    half of the enemies on the Helicarrier powerless while her Kinetic Snare takes 
    care of the melee assailants.  It will take some time to kill any given enemy, 
    but all of them will be incapacitated in the meantime.  Since the number of 
    enemies on the Helicarrier is fixed, speed is the ultimate goal.  Therefore, 
    the best approach is to cast Kinetic Snare on every opponent in a room and 
    simply progress onto the next room to do the same.  Invisible Woman can 
    actually engage as many as ten opponents simultaneously.  The boss is even 
    less of a challenge, since he prefers to use ranged attacks which simply get 
    reflected back in his direction.
    -Boring Characters-
      Completing the Blade simulation is not a problem, but his Gold ranking is 
    one of the most difficult to attain.  It all comes down to combat efficiency 
    and racing against the clock, but sadly Blade has no dominant offensive 
    options.  He's definitely one of the most boring solo characters in the game.  
    This mission is all about optimizing damage and not trying to do anything 
    fancy.  Blade gets the best damage/cost ratio from his fully charged Spike of 
    Destruction.  Blood of the Warrior is a good boost that increases damage, so 
    max out both of these powers.
      Focus on keeping the Demon Leapers at a distance.  That means shooting them 
    before they get to Blade.  Moving targets will successfully dodge some of 
    Blade's projectiles, but try to achieve around 80% accuracy and try to hit 
    multiple targets with the explosion.  Don't miss opportunities to take out 
    Mephisto's Pets because it only takes one fully charged projectile and one 
    melee combo, but the first priority is always taking out the Demon Leapers.
      The Mephisto's Realm map analysis provides strategies pertaining to the Fire 
    Giants roaming this level.  Their weapons are key to attaining Gold ranking.  
    Continue using fully charged Spikes of Destruction over and over against the 
    boss.  Try not to miss because wasting energy will eventually get Blade 
    killed.  Once energy does run out, resort to various melee chains while energy 
    regenerates and repeat until the boss is defeated.
      As an alternative to focusing on ranged combat, Blade can run up close to 
    Demon Leapers and hit them with an uncharged Spike of Destruction.  This makes 
    them explode if they try to grab Blade, as with the Ghost Rider tactic below.  
    Some people find this method easier than aiming at distant moving targets.
    [contributed by: yoshox2000]
      Yet another approach is to max out Blade's Glaive Strike in addition to 
    Blood of the Warrior.  Glaive Strike may not cause a lot of damage, but it 
    doesn't need to be charged.  Use it to damage (not kill) enemies from a 
    distance before running up and finishing them with melee attacks.  Making the 
    most of the broken bridge is key to this approach.  It's possible to throw ten 
    leapers and two Demonic Souls off the bridge while running to melee Mephisto's 
    Pets in-between.  Ideally, Blade should reach the boss in under five minutes, 
    yielding plenty of bonus points to reach the Gold ranking plateau.
    [contributed by: Rabasha]
      Ghost Rider fares somewhat better than Blade in Mephisto's Realm.  Both 
    Ghost Rider and Iceman have a weird effect on the Demon Leapers.  If they've 
    been hit by Ghost Rider's Damnation or Iceman's Frigid Aura, they explode when 
    they attempt to latch onto the hero's back.  This interaction still disrupts 
    whatever the hero was doing so don't waste time charging attacks once the 
    Demon Leapers have closed in.  Iceman needn't rely on this tactic because his 
    fully charged Polar Explosion does plenty of damage, but Ghost Rider can save 
    a lot of time by concentrating on killing the Mephisto's Pets and letting the 
    Demon Leapers self-destruct.
      Actually Ghost Rider commands several formidable attack powers, but Ravaging 
    Flame seems best suited for this environment.  Max it out and use it against 
    Mephisto's Pets from long range while the Demon Leapers approach.  Tag the 
    leapers with Damnation once they get close.  While waiting for them to commit 
    suicide, run up to the fliers and finish them off with melee attacks.
      Ghost Rider's Penance Stare debuff also proves useful on this stage.  Its 
    energy refund helps in keeping up the aggressive pace throughout the level and 
    especially against the boss.  The Mephisto's Realm map analysis provides 
    strategies pertaining to the Fire Giants roaming this stage.  Their weapons 
    are key to attaining Gold ranking.  Killing Demonic Soul zombies can eat up 
    too much time, so try to find a way to throw them into the lava.  Use the 
    obvious combination of Penance Stare, Ravaging Flame, and melee attack strings 
    to finish off the boss.
      Despite Storm's vast array of diverse powers, she has difficulty producing 
    sustainable damage output.  All of her powers are either geared towards team 
    synergy or devour energy at unreasonable rates.  Since she can't take much 
    physical punishment, her only good solo strategy is maxing out her Lightning 
    Strike power and clearing rooms before entering them.  Luckily, Storm doesn't 
    have to open doors to attack enemies because Lightning Strike auto-targets 
    enemies - even through walls.  Her entire strategy in the boss fight simply 
    consists of casting Lightning Strike over and over, trying to do enough damage 
    to survive off health and energy orbs released by her rival.
      Spider-Woman beats her simulator mission boss absolutely for free, simply by 
    flying and shooting fully charged Venom Blasts.  When she runs out of energy, 
    run to one of end of the stage, wait till the boss catches up, fly over him, 
    land behind him and run to the other end of the stage, repeating as long as 
    necessary.  However, the rest of the stage is really hard for her because her 
    boosts suck, everything is energy resistant and the number of enemies is 
    fixed.  Thus, all of her powers suck in terms of damage/cost ratio.  Neither 
    the Aura of Seduction item nor the Stone Touch item work quickly enough to 
    achieve Gold ranking.
      The most viable strategy is to max out Venom Blast and Ensare.  First, 
    Ensare everything in the room, then use fully charged Venom Blasts to kill the 
    non-energy-resistant enemies.  Try to hit multiple enemies with one shot to 
    save time.  Then melee whatever competition remains.  The key to attaining 
    Gold ranking is using melee chains to build Momentum meter and then opening a 
    nearby door to hit six to eight enemies with her Bio Web Xtreme attack.  When 
    close to having full meter, focus on melee against energy resistant enemies 
    and leave the others Ensared for later.
    IV.  Character Build Recommendations
      Since the full cast of playable characters is several times larger than the 
    maximum limit of four active team members, most simulator disc missions force 
    the player to assume control of a hero for the very first time.  The following 
    basic configurations are meant to aid in the initial selection of powers for 
    unused or unfamiliar characters.  Countless valid alternatives exist, but 
    these choices have proven to be effective and consistent.
      In general, every hero should invest the two points to unlock their Xtreme 
    attack.  Unless otherwise noted, all powers should be upgraded to maximum 
    available levels while in use.
    Black Panther:
    Crippling Blow (primary attack)
    Energy Daggers (secondary attack)
    [partially contributed by: Chaotic Mind]
    Spike of Destruction (primary attack)
    Blood of the Warrior
    Captain America:
    Shield Throw (primary attack)
    Shield Bash (boss battle attack)
    Shield Charge (one point if available, faster transportation)
    no boosts (energy costs too high at low character levels)
    Baton Throw (primary attack)
    Extensive Strike (secondary attack)
    Hyper Sense
    [partially contributed by: KFCrispy]
    Blade Cyclone (primary attack)
    Battle Cry
    [partially contributed by: yoshox2000]
    Dr. Strange:
    Black Magic (primary attack)
    Eldritch Aura (secondary attack)
    Levitation (one point, use to throw enemies off bridges)
    Eye of Agamotto
    [partially contributed by: Nahymt]
    Death's Touch (primary attack)
    Focused Chi
    Ghost Rider:
    Ravaging Flame (primary attack)
    Damnation (use against nearby Leapers only)
    Penance Stare
    Human Torch:
    Fire Storm (primary attack)
    Inferno (backup attack)
    no boosts (energy costs too high for insufficient benefits)
    Polar Explosion (primary attack)
    Frigid Aura
    Ice Slide (one point, faster transportation)
    Invisible Woman:
    Kinetic Snare (primary attack)
    Kinetic Bolts (boss battle attack)
    Fantastic Shield
    Iron Man:
    Plasma Disc (primary attack - Uni-Beam unavailable at low character levels)
    Rocket Uppercut (secondary attack)
    Energy Reroute (if available)
    [partially contributed by: tragic]
    Luke Cage:
    Jab (primary attack)
    Chain Strike (secondary attack - Drill Bit unavailable at low character levels)
    Mr. Fantastic:
    Rubberband Recoil (primary attack if available)
    Drastic Elastic (alternate primary attack)
    Elastic Crush (boss battle attack)
    Pinball (one point, faster transportation)
    Fantastic Fists
    [partially contributed by: Elma007]
    Ms. Marvel:
    Prism (primary attack)
    Photon Burst (secondary attack)
    Cosmic Awareness
    Web Warrior (primary attack)
    Web Shield
    Ensnare (primary attack)
    Venom Blast (secondary attack)
    no boosts (energy costs too high for insufficient benefits)
    Lightning Strike (primary attack)
    Whirlwind Armor (boss battle boost)
    Hand Clap (primary attack)
    Uppercut (boss battle attack)
    Bullrush (one point, faster transportation)
    Tough Skin
    Hammer Toss (primary attack)
    Thor's Rage (boss battle attack)
    Asgard's Blessing
    Claw Frenzy (primary attack)
    Lethal Lunge (boss battle attack)
      MUA is yet another quality title from the people at Raven, showcasing even 
    more ambition than their previous efforts.  Some particularly nice touches 
    include: Thor's Asgardian Armor costume, Captain America's Shield Throw, 
    Invisible Woman's Kinetic Snare, Spider-Man's Web Zip Ability, Silver Surfer's 
    flying attacks, the Nightcrawler Teleport Frenzy cutscene, and the cutscene 
    introducing Galactus.
      Will Galactus ever be featured as a playable character in a video game?  
    Only time will tell, but it would help if the upcoming Silver Surfer movie 
    turned out exceedingly well and made a lot of money in theaters.
      Hm, i just noticed that virtually everything i requested in the closing 
    remarks of my X-Men Legends II Advanced Tactics guide ended up appearing in 
    Marvel: Ultimate Alliance.  That's pretty cool.  Anyway, time to wrap up.  
    Hopefully you found this guide useful and informative.
      One last thing ... If you're into fighting games, be sure to check out my 
    website and download a few combo videos: http://sonichurricane.com

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