Walkthrough: Issues 33-38

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 33, Pandemonium

Primary Objectives:
Locate Pan's Lair
Microwave must survive
Heal Eve with the magic fruit
Defeat Pan
Eve must survive

Secondary Objectives:
None

Enemies:
Greens Sylph
Red Sylph
Silver Sylph
Manbulls
Wall Carvings (these do not have a picture in the database)

Cannisters:
1x Green (Experience) outside the cell.

1x Red (Health) one room past the forkin' lava room.

1x Gold (Prestige) under a tree in the Stone Monolith room. The sunken pit has the cannister.

Ambushes abound in this stage (much like the Maw) but this time, Garret is replaced by four high powered superheroes teeming with energy-x. You should be ready to save after each successful fight to gain the foreknowledge of what's going to come.

After roasting the first pair of sylphs with Inferno, blast the temple of Pan on the hillcock. Have the team use the green cannister, then have everyone stand atop the ruins of the temple. Use Inferno to reveal the four sylphs in the trees and clean their clocks. Save the game, because the next part will get you killed if you do it incorrectly -- with all the heroes still in the center of the room where the experience cannister was, use a flier and head down either hallway to trigger a Manbull ambush. Lure them back to the team and concentrate blasting them to oblivion. There are two hallways and two Manbulls in each hall.

Once you reach the garden, use Diablo's Inferno and the rest of the team to snipe the rest of the stragglers from the heat. Red Sylphs require Black Bird's (or a cold hero's) attention. When you reach the lava room, try to keep everyone alive and awake until you fight past the next two Manbulls. A health cannister is beyond that area.

When you reach the Monolith room, Mentor informs you of the nature of the Sarsen Stones. Use either long ranged attacks and chip the stones to destruction or have three heroes concentrate on a stone while the fourth deals with the enemies that come out from the center apparatus. So long as a single Sarsen Stone stands, enemies in the Monolith room keep spawning.

When you reach Pan, prioritize and blast Eve-turned-Sylph first, then have Microwave give her the cure. Both El Diablo and Ant can put the hurt on Pan with heat and acid attacks, but any other attacks are pretty much normal damage, except for electricity, to which Pan is resistant to. Eve is like the computer controlled Order from the earlier Pinstripe mission, so try to distract Pan from killing her and have Microwave stand off and snipe at Silver sylphs and anyone else who poses a threat. Diablo should kill Pan fast with Ant's help.

Training
New Heroes: None

Didn't expect that did you? Now that Man-Bot's out of the picture, you'll need to make do without the Energy-X battery you've come to rely on. The next mission pits you against dinos and aliens; you'll need to have competent heroes to deal with the dino menace and the alien party that Ant is trying to ask for help from. A single flying hero can deal with placing the transmitters (I recommend Black Bird) and the other three heroes should be Microwave (not vulnerable to radiation) and Supercollider (if you have him, Stone is resistant to a lot of things). The last hero can be a customized hero who has ranged piercing attacks to deal with the alien menace (the same one you used from History Lesson can be used in this mission).

Who you pick for this mission should be the heroes you want for the last mission and those heroes you want to see "finalized" for the big finale. Still, don't over-do it and bring along a hinderance (Eve) if you can help it.


Issue 34, Beginning of the End

Primary Objectives:
Place a transmitter on each of the three crystals
Protect the civilians
Return to the base, the signal is ready to be sent
Defeat Lord Dominion and his elite guard

Secondary Objectives:
Don't allow any civilians to be injured

Enemies:
Alien Sergeant
Alien Warrior
Lord Dominion
Thug with gun
Thug with bat
Thug with bombs
Raptors
Wild Raptor
Tough Raptors
T-Rex

Cannisters:
1x Green (Experience) in one corner of the map (Aerial Survey)

1x Gold (Prestige) in another corner of the map (Aerial Survey)

Move the whole team to the cannisters, then to each crystal formation. Stay away from the crystals until you are ready to fight, or events will be triggered that will penalize your prestige if you don't prevent them (like the woman who needs help from the raptors). Once all the forces around the crystals are destroyed, you can move to the next crystal (do not place the transmitter) and keep going until everything in the area is dead.

The first crystal is usually the one with the screaming woman (typical babe). Deal with the raptor pack and the T-Rex that shows up like in Jurassic Park. Do not put on any transmitters. Head the team to the next crystal and deal with the thugs. Again, do not place the transmitter. The last crystal is guarded by a T-Rex (that doesn't give prestige after the mission is done) so you can either move the rest of the team except Black Bird back to base to prepare for Lord Dominion, and have the flier place all the trasmitters, or simply kill the T-Rex (for fun) and then proceed with the welcome committee/flying trasmitter placer strategy.

Once all the transmitters are in place, Ant will ask the team to return to base. As soon as one hero nears the Freedom Fortress, Lord Dominion shows up and starts laying waste to everything. If you have three heroes there all ready for this, you can flatten him and his four alien buddies fast while your last hero (the transmitter placer) hurries into the fray and helps with the mop up. The aliens are vulnerable to piercing attacks, but Lord Dominion is weak against Radiation and Acid -- it would be ironic if you can manuever his own guards into shooting him with their rad-pistols, but Microwave can do the same thing to Dominion very fast by using Rad Bolts up close.

Training
New Heroes: Nobody but your forkin' customs.

You won't have any more chances to train. I should've forkin' warned you, but I didn't forkin' feel like it. Who you forkin' bring for the next forkin' mission is who you forkin' got for the forkin' finale so pick carefully. Your choice will dictate how you fight the last gamut of foes. Every super villain you've met will make an appearance again and try to kill your Freedom Force squad, so make your team flexible and be able to cope with any number of foes. Minuteman will be useful only in the last part of the game, but will prove useless for the most part. Microwave is necessary if not for his radiation attacks, then for his ability to Clone Self (be sure to underpower the ability) and make an army of himself.

El Diablo is a must for the majority of the minions who are vulnerable to fire, but he will not come in too much handy until later. Black Bird will only prove useful against the raptors, but not much else because her Seeker Beam has such a short range already. You should definitely include Man O'War for his electrical attacks and the Ant for the Acid Bomb. If you prefer, you can substitute Ant for Liberty Lad and use the Stun Grenades instead.

In short, it is recommended that you have: Microwave, El Diablo, Man O'War, and either Ant, Liberty Lad, or Minuteman. If you have custom heroes who can cover several attacks, the better for you, but be sure to include a variety of heroes to combat what's coming (you will not be fighting any aliens). You may also want to consider a hero who does high knockback with some attacks in order to exploit the upcoming battlefields.


Issue 35, The End of Time 1

Primary Objectives:
Defeat Pinstripe and his goon.
Defeat Nuclear Winter and his lackeys
Defeat the prehistoric pests
Defeat the oversized ants

Secondary Objectives:
None

Enemies:
Gangster
Thug with gun
Thug with bombs
Pinstripe
Ice Queen
Frost warrior
Ice trooper
Nuclear Winter
Soldier ant
Raptor
Wild Raptor
Tough Raptor

Cannisters:
Red (Health) cannisters are hidden in the buildings amd structures, so be sure to destroy everything you see on each temporal mini-stage to uncover any helpful goodies.

Basic premise: the team goes through disk to disk fighting on each one in a pitched battle. If a hero or enemy gets knocked off the disk, they are as good as dead. When the disk is cleared of enemies, the center portal will fluctuate and deliver a knockback blow to anyone stupid enough to stand near it. Head into the center portal with any hero and the whole team (sans dead heroes) will go to the next disk.

Disk one is Pinstripe, some gangsters, and thugs with guns and bombs. Stay away from the center and drill Pinstripe with Radiation and/or Acid. The rest of the thugs can be killed off easily -- remember to take the health cannister with everyone before you leave for disk two.

Disk two is Nuclear Winter, frost warriors, ice queens, and ice troopers. El Diablo can make short work of all the people, and the rest of the team can gang up on any ice queen or frost warrior and then back up Diablo by mopping stragglers. The crates here are indestructable, just stay away from the ice queens and Nuclear Winter.

Disk three holds raptors of all three types and can stand to be irradiated by Microwave. Clone the robot from the future and it should be over pretty fast. Be sure to underpower Clone Self, as the effects are the same whether you over, under, or normal power the damn thing.

Disk four has soldier ants. Be sure to use Ant's Acid Bomb well away from any of your teammates and blast the soldier ants with everything you've got -- keep it moving to avoid the acid spit; if you finish the fight and move at least one hero into the portal, you'll finish the mission.


Issue 36, The End of Time 2

Primary Objectives:
Defeat Shadow and her minions
Defeat Deja Vu and his duplicates
Defeat the mechanical miscreants
Defeat the sylphs

Secondary Objective:
None

Enemies:
Darkmen (blue and purple)
Shadow
Police Clone
Femme Clone
Male Clone
Deja Vu
Mech men
Mr. Mechanical
Green sylph
Red sylph

Cannisters:
Red (Health) on Shadow's disk; others may have more, but don't count on it.

More of the same as the last mission. Try to blast enemies off the platform for a quick death.

Disk five features Shadow and her Darkmen. With a safer radiation attack, you can afford to whack her quickly and acid bomb the darkmen in the corners. The castle stage is pretty neat too -- too bad it wasn't available in multiplayer.

Disk six has Deja Vu and his clones. You can spare the nice words and just hurl an Acid Bomb Deja Vu's way and start killing the male and female clones. Finish off Deja Vu quickly, and Microwave's instant-army can provide all the distraction you need.

Disk seven is occupied by Mech men and Mr. Mechanical. Use Man O'War and Microwave to run the show. El Diablo can flatten some of the stray mech men. Try to avoid Mr. Mechanical and trash the place for possible cannisters.

Disk eight has sylphs. Attack according to what you have -- Microwave fairs well against them all, while Diablo can only fry the green sylphs. So long as you have one hero alive at the end of this mission to enter the portal, you win this round.


Issue 37, The End of Time 3

Primary Objectives:
Defeat Pan and his followers
Defeat the deadly T-Rexes
Defeat the robotic reprobates
Defeat Timemaster and his temporal twins

Secondary Objectives:
None

Enemies:
Silver sylph
Manbull
Pan
Microwave robot
Turrets, these are controllable with the override command
Temporal twin
Timemaster (250pp)

Cannisters:
Red (Health) only occasionally. Be sure to wreck all things to find them, then use the whole team use them before moving on.

These are the last few disks before Timemaster. Disk nine holds Pan, manbulls, silver sylphs, and a temple of Pan. Kill the manbulls and Pan first with Microwave and another hero while you have a third hero (El Diablo) hunt down sylphs. The last hero, if he is Minuteman, can take down the temple to Pan with one hit, but if you have Ant instead, have Man O'War take down the temple while Ant helps out Microwave.

Disk ten holds two T-Rexes. Microwave, using Clone Self, can take down a single T-Rex with little help -- the other three heroes can take down the other T-Rex; take care though, this disk does not have a health cannister.

Disk eleven has three Microwave robots and three turrets to override. Use Microwave to Clone Self and take out his evil bretheren. Man O'War can take one out, but he can be easily killed by the radiation. Check out the computers for any stray health cannisters.

Disk twelve has Timemaster and two temporal twins. The main man will run once you do so much damage, so try to be at full health when you engage him (the whole team used the health can previously right?). Microwave should clone, and every body else should get rid of Timemaster; once he is gone, the temporal twins can be dealt with. Have one hero survive and enter the portal to go to the final round. Timemaster is not vulnerable or resistant to any particular attacks, so use anything against him, just do it in spades (overpower and make sure the attack hits).


Issue 38, The End of Time 4

Primary Objectives:
Destroy the field holding Man-bot prisoner
Destroy the three mental constraint devices
Defeat Timemaster

Secondary Objective:
None

Enemies:
Timemaster
Temporal twin

Cannisters:
None.

The final showdown. Do not approach Man-Bot, and instead seek and destroy the three T-shaped constraints around the edge of the disk. Once those are gone, Timemaster cannot go back in time and regenerate his hit points. Use whatever means to take down Timemaster (and him only -- ignore the Temporal twins if you dare) for once he falls, the game is over. The small buildings that generate the temporal twins can be used as obstacles to block Timemaster's attacks. If you have a team that sucks for one reason or another you'll know it in this fight. Take a pill and try again if you fail.

On to Secrets...