Walkthrough: Issues 25-28
Issues 1-4 | Issues 5-8 | Issues 9-12 |
Issues 13-16 | Issues 17-20 | Issues 21-24 |
Issues 25-28 | Issues 29-32 | Issues 33-38 |
Issue 25, Robots on the Rampage 1
Primary Objectives:
Prevent the robots from destroying 15
buildings
Secondary Objectives:
Prevent 10 buildings from being
destroyed
Prevent 5 buildings from being destroyed
Enemies:
Mech men
Cannisters:
1x Red (Health) near the block where the
first batch of Mech Men start off in.
1x Green (Experience) on top of a building at a corner of the map.
The experience is probably worth more than prestige now, so have all your heroes head for the cannister first, then take care of the mech men. If you have Minuteman or a brawler, have him go up one block then left (his left) one block from the starting position to prepare for wave two. El Diablo and Man-Bot can accompany him as well since Man O'War can simply take out the first batch of Mech men easily if he is close enough to them when he Storm Bolts them. If you want, Man-Bot can accompany Man O'War instead of El Diablo.
There will be several waves of bots, and each should be met with pairs of heroes (El Diablo and Man-Bot, Man O'War and someone else in the other). If you want to, you can have Man-Bot go with Man O'War instead and the sea captain can fry the bots faster then hurry to the next hot spot. In this case, El Diablo and the other cape will only serve to run interference and will barely slow down the robotic rampage.
Issue 26, Robots on the Rampage 2
Primary Objectives:
Protect the central city tower
Secondary Objectives:
None
Enemies:
Mech men
Flame mech
Cannisters:
1x Gold (Prestige) in a phone booth at the
edge of the map.
2x Red (Health) on rooftops across the cityscape. Aerial
survey.
Head for the cannister first -- the central city tower can take some hits prior to falling, so take that risk. Afterwards, you can send the team to the streets corners that border the skyscraper but be sure to pair them up accordingly. Man O'War and Man-Bot can still only be at one place at one time. The robots come in waves and from different directions. Follow the red arrows and meet their advance with a strong one of your own but know that the robots make the skyscraper their final destination. Note that the Flame mechs are stronger than the Mech men, and both can be confused easily by flying heroes who take off once they start an attack. Exploit their state of mental blankness and attack. Man O'War is truly indispensable in these missions. Once the last wave has been destroyed the stage ends.
Issue 27, Robots on the Rampage 3
Primary Objectives:
Prevent the robots from destroying
the statues and the spire
Secondary Objective:
None
Enemies:
Mech men
Flame mech
Cannisters:
None, except energy-x.
This is another mission where Freedom Force wreck robots before they wreck the city. Have Minuteman or a brawler overpower their attack on a Mech man while their back is turned. El Diablo and Man-Bot can attempt an Inferno (just be sure the explosion is well away from anything you need to protect) and Man O'War should move in as close as possible to deliver his oughtta-be-one-hit-death-Storm-Bolt-on-a-Mech-Man attack. Your fliers can draw a mental blank on the Mech Men if they try to attack but the heroes fly off. Use this time to kill them with no mercy.
Training
New Heroes: None, no more, finito.
You should bring along Man O'War whether you have him powered up or not. If you like having your own custom hero(es) do the work, be sure to have one or two capes with electrical attacks. El Diablo and Man-Bot's Inferno/Transfer tag-team is useful in the next mission (except for the last part, where you will need some finesse) so you can include them on the team. Avoid bringing Microwave unless you have not trained him in the use of Clone Self, in which case, stuff the bot in as a tag-a-long fourth member. You may want to consider hiring Supercollider and using him in this mission to level up some attacks to deal with a tougher mission later.
All your other heroes are more or less "up there" in terms of training. The game forces you to work with a less than ideal team (for 'challenging gameplay') so you should focus on not developing certain characters who do not have any use for the big finale (i.e., Mentor, Alchemiss, Sea Urchin, Minuteman).
Issue 28, Destruction Production
Primary Objectives:
Find and destroy Mr.
Mechanical
Destroy the four power generators. Do not damage the reactor.
Secondary Objective:
None
Enemies:
Mech men
Flame mech
Turrets, unlike the
Carrier AA turrets, these can be overridden and used against the computer.
Cannisters:
1x Green (Experience) in the spare parts
(storage) room.
1x Gold (Prestige) in the map room (The Ant will call it the Communications Room) inside a mainframe.
3x Red (Health) one in the small maintenance room, one in the control access (storage room access panel) room, the third in a control room.
This is another installation mission, where the next room is revealed once your team opens a door. Each room is filled with Mech men and FLame mechs, so do not be to choosy about what you hit (until the last room). Nothing here penalizes your prestige (except the last room), so El Diablo, Man-Bot, and Man O'War can lead the charge while Microwave can use his Teleportation to get around and snipe at enemies.
From the first room, you will be informed by Ant that the Turrets here can be controlled (and will prove useful). Trace the powerline from each turret to the control box (with the very familiar red exclamation point). Have any hero select "Override Turret" from the command menu to permanently hypnotize a turret to your side. Once the current enemies are destroyed, have all your heroes gang up and destroy the hypnotized turret for extra prestige.
Unlike the City of Darkness, Mr. Mechanical's underground base is well lighted, with little to hide (except by doors). Do as Ant says and find the switch to open the way to the storage chamber. The storage chamber can use a jumper or flier or teleporter to ovverride the turret in the corner. Just be sure to run back to the team and engage the enemy with overwhelming fire power. Do not miss the experience cannister in the storage room. Continue through the base systematically vaporizing everything in your way until you find the room featured in the pre-Robots on the Rampage movie where Mr. Mechanical and Timemaster was initiating a bull session. A prestige cannister inside a piece of hardware in that room.
The reactor room requires some restraint in your part, so you can simply lure out all the robots to the map room and destroy them with Diablo/Man-Bot's combo there. Once that is done, you can have any hero (preferably Man O'War) head into the reactor room and destroy the generators. The Mr. Mechanical objective will be automatically ditched half-way through this stage, so you will face him in the next stage.
Training
New Heroes: Zilch, nada, zeee-ro.
Man O'War and Man-Bot should be included to stop Mechanical. If you hired either Law or Order earlier, you should put Order (not Law) into the team so she can use Order's greater number of hit points to prolong her use of Mercy on any hero who needs healing. El Diablo or Black Bird should be included to play havoc with the robots that appear to destroy Freedom Fortress as Mr. Mechanical's health dwindles. Conversely, if you pride yourself on the German strategy of blitzkrieg, you should simply abandon all thought of "healing etc." and simply put four flying capes on the team and blast Mechanical into scrap.