Neoseeker : Ben 10 Ultimate Alien: Cosmic Destruction : Ben 10 Ultimate Alien: Cosmic Destruction FAQs : Ben 10 Ultimate Alien: Cosmic Destruction FAQ/Walkthrough

Ben 10 Ultimate Alien: Cosmic Destruction FAQ/Walkthrough

by Warhawk
  Updated to v3.0 on
Winner

                       Winner of GameFAQs' FAQ of the Month November 2013

Ben 10 Ultimate Alien: Cosmic Destruction FAQ/Walkthrough
by: Stephen "Warhawk" Harris
Covers: PlayStation2, PlayStation3, PSP, Wii, Xbox360
Date Created: October 16, 2013
Last Updated: November 21, 2013
Facebook: http://www.facebook.com/WarhawkFAQs
PayPal Donation: warhawkfaqs@ymail.com
Version: 3.0

Introduction

Hello. Welcome to my guide for Ben 10 Ultimate Alien: Cosmic Destruction. I have been asked "What made you want to write for a Ben 10 game?" One of the reasons being that there aren't any guides up for most of the Ben 10 games up and felt that they could use one done by someone. Even to a point where I have went about watching the show so I can familiarize myself with the source material to know who is who and know most of the stuff about Ben 10. There may be something that I may mess up on with something along the lines and hope that anyone that knows more about Ben 10, do not be afraid to e-mail me with any of those corrections or additional information. I want to give the Ben 10 fans out there a guide to all of the Ben 10 games if possible and keep an eye out for a guide for the other games.

Contact

To be able to contact Stephen "Warhawk" Harris please drop me an e-mail at gamefaqswarhawk@gmail.com, with any questions, comments or any information that you may believe that I may have missed in this guide. Please don't send any hateful mail because I will not tolerate it because it can be considered harassment, so please make sure you know what you want to ask / comment before you send the e-mail to me. Be sure to have "Ben 10 Ultimate Alien: Cosmic Destruction" in the subject so I don't accidentally delete the e-mail. This includes sending e-mails with some picture which may be inappropriate. Please if you send me any e-mails with any kind of vulgar language such as the "F" word. You may also like me on Facebook to know about any future plans I will have with guide writing and all. Any questions asked on the page I will try my best at answering to the best of my knowledge about any of the guides I have done in the past, and yes even if it's a question on that game I done one for. Even if it is to ask me what I plan of doing next and all.

Controls

PlayStation2

Control Function
Left Analog Stick Move
Right Analog Stick Move Camera
X Jump / Make Selection
Square Melee Attack
Circle Interact
Triangle Block / Counter Attack
L1 Center Camera
Select Modify Quick Switch
L2 + Right Analog Stick Quick Switch
Start Pause Game
R2 + Square / Square / Circle / Triangle Special Attack

PlayStation3

Control Function
Left Analog Stick Move
Right Analog Stick Move Camera
X Jump / Make Selection
Square Melee Attack
Circle Interact
Triangle Block / Counter Attack
L1 Center Camera
R3 Modify Quick Switch
L2 + Right Analog Stick Quick Switch
Start Pause Game
R2 + Square / Square / Circle / Triangle Special Attack

PSP

Control Function
Analog Stick Move
L + Analog Stick Move Camera
X Jump / Make Selection
Square Melee Attack
Circle Interact
Triangle Block / Counter Attack
L Center Camera
Select Modify Quick Switch
Start Pause Game
D-Pad Quick Switch
R + Square / Square / Circle / Triangle Special Attack

Wii

Control Function
Control Stick Move
(+) + Control Move Camera
A Jump / Make Selection
B Melee Attack
C Block / Counter Attack
L1 Center Camera
- Modify Quick Switch
Control Pad Quick Switch
1 Pause Game
Control Pad + Z Special Attack

Xbox360

Control Function
Left Thumb Stick Move
Right Thumb Stick Move Camera / Change Aliens
A Jump / Select
X Melee Attack
B Interact
Y Block / Counter Attack
Left Bumper Center Camera
Click Right Thumb Stick Modify Quick Switch
L + Right Thumb Stick Quick Switch
Start Pause Game
R + A / X / B / Y Special Attack

Walkthrough

Chapter One: Catacombs

Sumo Slammer Cards: 3 - Recommended Aliens: Terraspin, Echo Echo, Humongousaur - Optional Alien: Swampfire - Boss: Enoch

This stage starts off with a cutscene with Gwen and Kevin fighting the Forever Knights and Ben is having trouble getting the Omnitrix to work due to Jimmy trying to contact Ben to help him out in any way that he can. After the cutscene you'll be given a screen with three Recommended Aliens that you'll need the use of for the stage along with a fourth optional alien. The three recommended aliens are Terraspin, Echo Echo and Humongousaur. The other can be any other alien of your choosing but we can leave it at the choice of Swampfire. Also at this screen you can go about upgrading each alien if you have enough DNA points to do so but you can also do this during each stage in case you don't wish to wait to the end of each stage to upgrade the aliens in the Specials or Attributes [listed in latter section for easier find].

At the start of the stage there'll be some objects that you can destroy to your right to earn some points that will help upgrade each of the aliens as you progress throughout the game. Also destroying some of these will restore your health and to help recharge the Omnitrix to perform combos for each of the aliens you can morph into. Head back towards where you came in then to your right heading to the next area. You can destroy the vase on your way for the DNA points. Once there where you came in from the area will cave in preventing you from trying to go out where you came in so scratch trying to head that way out. Here there should be a device that you'll need to lower the lever and some breakable objects for more DNA points. Pull the lever so the gate will drop but the only problem is you'll going to deal with some Pickaxe Minions here. They aren't too tough to deal with and should pose too much of a threat against you.

Pickaxe Minion Rating
Toughness: *
Strength: *
Ranged:
Melee: *
Speed: *

There'll only be six of them to deal with and as I said they shouldn't be that much of a hassle to deal with and once that you have taken them down the other gate will lower as you can now have access to getting through to the next area. Make your way through the area and around the corner then double jump the stair like area to the top. The first one is easy to double jump using Ben but the next one not so much as you'll need one of Ben's alien forms to get over the second step. You can either use Swampfire or Terraspin to get up to the top into the next room that you need to get to. When up there there'll be some more breakables that you can destroy to get some DNA points and health regenerate to get your health back up there if you need it. Head into the creepy room where with ghosts flying around and once again some breakables to destroy in the area but watch out for the Pickaxe Minions in this area once again. There will be a total of ten of them to deal with in the area. After dealing with them head to the where you have to jump between two pillars and once again either Swampfire or Terraspin. As soon as you get up there head around the corner but watch out for the crack in the floor with lava. Swampfire or Terraspin to help get over this area though either is preferable to get past this little section. Once through head around the corner and now it seems as though you have reached a dead end but don't worry that there's a way through it. Use Humongousaur to break past the wall to get into the room on the other side. Now on the other side of the room you'll run into one of our favorite alien bad guys Vulkanus.

You won't have to worry about fighting him just yet but he'll be sending his minions after you instead to fight you and at this point you'll be able to go Ultimate for the first time in the game but one of the few times that you'll be able to go Ultimate in the game. Which is the only downfall of the game not being able to much as you play throughout the game. There's going to be at around two dozen if not more of the Pickaxe Minions to deal with give or take before you can go about progressing through the game any further. By the time that you finish off the last of them Vulkanus will run off and don't worry you'll get a chance at him before the stage is done with. Now you'll have to use Echo Echo to help get the device working by making a clone to activate the device to get to where you have to go now. If you haven't yet there are some breakable objects to destroy if you want to for the points and then head up the stairs. Transform into Swampfire to best with the double jump to get across the pillars that were brought down after activating the device using Echo Echo. As you make your way across there's going to be more Pickaxe Minions to deal with in this area. When they are down there's going to be a way out but it's way too small for Ben to crawl through and the only way to get through it is to morph into Echo Echo again to get through the ventilation shaft. Destroy the breakable objects for more DNA points if you want to before going through the ventilation shaft using Echo Echo to get to the next area. When you reach the room transform into Humongousaur to move the big crate type onto a button on the floor to lower the gate.

Once the gate is down head into the corridor and a little ways you'll come across more Pickaxe Minions to deal with at around half a dozen give or take. Continue down the corridor until you come to a room where you'll see a gate and something you can move using Humongousaur but only problem is that the gate is up and looks as if there's no way to move it to where you need to. Where there's a will there's a way. Look to the right and there should be another ventilation shaft that you can head through via Echo Echo to get to the other side of the gate so that way you can lower it. Lower the gate via the switch and head past the gate and then transform into Humongousaur to move the stone into the hole in the wall. After inserting the stone structure into the hole where you inserted it will move down allowing you to enter the corridor. There's going to be more Pickaxe Minions to deal with in this room at around a dozen give or take. Dispose of them before you deal with the lever in the room to lower the gate in this room. Once you have pulled the lever down, and the next area the best one to use in this spot is going to be Terraspin with being able to fly/float to the next spot while not have to worry about landing on the spikes. As the roof opens you'll see a hidden pillar that you can get on which is a good thing. The wall to your left should be weak and use Humongousaur to break it to get more DNA points to use towards upgrading your aliens. When that is taken cared of head over the spikes using Terraspin and once across there should be what looks to be a Omnitrix symbol to be able to save your progress thus far in the level if you wish. The wall near the save point should be a weak wall that is breakable by Humongousaur. Head through the corridor and deal with a few Pickaxe Minions then by the time you reach the end where there's a gate there's going to be a few more of them to deal with. Upon defeating them the gate will lower and now comes a challenge of the level and maybe one of the hardest of this stage.

Head over to the right and bust some breakables along the way. Enter the small room to the right where you'll see a crate that you can only move with Humongousaur. You don't have to move it far on the button on the floor and by doing this the horse statue will rise up along with some pillars and some kind of crank will also pop up. The crank can only be turned by Humongousaur. After turning the crank the roof will open up and you should be able to see which ones are the "fake" pillars. Another good area to use Terraspin to help get across this spot of the level. By seeing which are the fake ones you should be able to get through this part even if the roof is to close as you make your attempt to the other side of it. Now that you get across head through the corridor until you see a gate, but without having to deal with some Pickaxe Minions by the time that you get near the gate. Defeat the two Pickaxe Minions to lower the gate and now we're in an area where you'll need to use Terraspin the most in. In this area you'll need to use Terraspin's extra boost to get to where you have to get to next. Use the lever to lower the platform next to you. Jump onto the platform and then it'll take you back up. When you have got to the top and pull another lever to show two fake platforms and jump onto the real one to get to the next area by jumping on it. When you get close and jump off the moving platform to the next. Pull another lever to do just like before but this is one of the tricky parts of this area. There are three of them that you have to jump from to the other and one that will require lot of patience to get past it. You'll want to time it just right in this part or you may get frustrated in trying to get past it. When the real one comes to you if you time it right you can just step right down on it without having to jump to get onto it.

Once on the next platform this here is the tricky part of it. There should be a moving platform to the left that comes to you and when it does step down on it and be quick when it comes to you before it has a chance to move away from you. When it comes to a stop look ahead and when the platform that's ahead of you gets as close as it can float to it and time it right to land on it. As soon as it gets to the platform either walk onto it or jump on it then head to the left to the lever over on the wall. Now comes to the hardest part of the area of the stage as I was referring to just a little while ago. Get onto the moving platform and when it comes to a stop jump to let Terraspin fly/float to the next moving platform and onto the platform after that one. This part can be a pain if you're not careful jump onto the platform and when you get near go to the one on the right then to the one head of you until you get on to the platform where you'll have to pull another lever. The lever will lower a gate and a ramp will go up so you can go about using Terraspin's boost to get to where you have to go from there. Wait for the platform to come to you jump on it and when you approach where the ramp is jump there then use Terraspin's boost to get to the next spot. You'll come across another save point if you wish to save at this point. After the save point you want to stay as Terraspin due to the spikes that come up out of the floor. You want to time it right and float across it but the spikes may be able to touch you if you don't time it right. Once that you are over it head to the end of the corridor only to run into Vulkanus once again and this time better be prepared to fight him.

Sub Boss Fight: Vulkanus

As you prepare to fight Vulkanus watch out for the Pickaxe Minions as they'll try to distract you from Vulkanus. For this fight I recommend using a strong alien such as Humongousaur or use NRG. If using NRG one of the best attacks to try using against the Pickaxe Minions and even on Vulkanus is what I'd like to call Nuclear Blast. Although if you're using Humongousaur punch your way past the Minions and get some hits in on Vulkanus but watch out for the gun he uses. Try avoiding getting hit by any of his shots as best as possible. If you have decided to go with Humongousaur for this fight one of the best things you can do is to try to stay on Vulkanus as much as you can even with the Minions around and don't give him an inch to work with. As long as you keep making hits with punches and double axe handle on him you should be able to do significant damage to him and this fight should be able to get through quickly. But if that may sound too extreme you can take a little breather in-between hits to think of a next move to pull on him, but sticking close to him is the best way to get past Vulkanus and to finish the stage.

When you have made your way past Vulkanus use Terraspin to get over the pit and there are breakables to destroy for points as well as health if you decide to get them then head through the corridor. On the way through there'll be a door where you'll need to use Echo Echo clone to help open the door to get through. Continue on through the corridor until you come into a room where you'll see a lever. Pull on the lever to lower what seems to be a bridge but turns out that it's just a illusion and once again this calls for Terraspin. There'll be another lever to pull down once across to lower another part and once again another part of it is just an illusion but use Terraspin to get across with by floating across but wait for the platform to get as close to the fake one before doing so. When on it let it go back by the wall then double jump over to go in the corridor. As you make it through this corridor there'll be a new type of enemy to deal with, the Spartans.

Spartan Rating
Toughness: * * *
Strength: * * *
Ranged:
Melee: * * *
Speed: * * *

There'll only be four of them to deal with before the gate at the end of the corridor is lowered. Now we get into another room with another puzzle to work with and there should be a vent again big enough for Echo Echo to make his way through it. When you reach a room once again another lever to pull down which will lower the gate but there'll be a stone structure you'll need to move using Humongousaur. Move the structure onto the lift. Once the structure is on the lift the cage like that was around the crank station in the room will be lifted up. Head back up by it transform into Humongousaur again if you had to transform back into Ben to get back up there to turn the crank help bring the stone structure up. As you crank it up it don't go up all the way just far enough to where you have to transform into another alien to get across and Terraspin is the turtle for the job. Head over there with the floating maneuver and after you land transform back into Humongousaur to finish the job you started on the other side but without having to deal with another type of enemy.

Spartan Ranged Rating
Toughness: * *
Strength: * *
Ranged: * * * * *
Melee: * *
Speed: * * *

After working your way through the Spartan Ranged as well as the other Spartan before you can go about working on the crank to finish what you had started. There shouldn't be too many of them to deal with and once they are dealt with transform into Humongousaur to get the rest of the job done with the crank. When it is up move it over in the space in the wall to lower it and when you do that there'll be another save point if you need to save to this point again. While there are some breakable objects you can get the DNA points and after you do that head up the stairs but keeping in mind of the part of the stairs that is an illusion like in a couple of the rooms prior to this. Use Terraspin to get over the fake part of the stairs and up to another corridor. After making your way up to the top of the stairs then we'll see one of the Forever Knights heading up a lift and only to find out it's their leader Enoch.

Boss Fight: Enoch

Time to fight Enoch, and don't expect this to be like when you fought Vulkanus earlier in the stage. While you have to try to dispose of the Spartans but you'll have to worry about Enoch taking shots at you as you do so. After taking care of that batch of Spartans there should be a stone structure that is moveable by using Humongousaur. Move it into the spot under Enoch and should lower one of the pillars to weaken the force field that's protecting him and you should see a platform slide out. Now it's time to head to another one and head to the left of where you put that one in. You can use Terraspin or Swampfire to make your way over there, don't matter which. Again there'll be some more Spartans to deal with as you make an attempt to push another stone structure to lower another pillar so you can move in for the attack on Enoch. Moving the second one isn't going to be easy as there's some debris in the path and the only way to get rid of is by transforming into Humongousaur to destroy it and then to move the structure under the platform Enoch is on. Shove it under the platform to disable another pillar to weaken the force field and once again another platform comes out. Do the same as the last time to get over there by either Terraspin or Swampfire. Once again Spartans to deal with before you can go about moving the last platform to deal with Enoch and keeping in mind that Enoch hasn't stopped trying to fire on you as you do all of this. When it comes to the last one I'd recommend pushing it with Humongousaur as close to the closed gate as possible and when you do transform into Echo Echo for the clone to open the gate. Transform back into Humongousaur and push it in to deactivate the force field surrounding Enoch.

As it's time to face Enoch and it can prove to be a little difficult as he will try to send in clones of himself to deal with you. I recommend using Humongousaur for this battle and try staying on him as best as you can but if you get enclosed by him and the clones you want to try to get away to get a breather in before going back in to attack him. As this fight goes on you have to figure out which one is the real Enoch to strike and it shouldn't be too hard to find the real one to throw in some punches along with double axe handles to deplete his health more. By doing this you will be able to defeat Enoch but if you need to replenish your health there are breakable objects around to smash to get your health back up there. As long as you can strategize your moves against Enoch well enough you can get past the first stage without a problem.

Chapter Two: Eiffel Tower

Sumo Slammer Cards: 3 - Recommended Aliens: Water Hazard, Swampfire, NRG - Optional Alien: AmpFibian - Boss: Saunder

I hope that everyone knows some French for this stage and visiting Paris, France for the second stage of Ben 10 Ultimate Alien: Cosmic Destruction. At the start of the level if you move the camera to look behind you you'll find the first Sumo Slammer Card of this stage and I shall have a list of where to find them in a later section of this guide so if you don't see listed in the levels you can scroll down to there to find a list on where they are found. Head towards where the walkway is separated by water and you'll need to use Water Hazard to shimmy across the pipe to get across. When getting to the end of the first one you'll have to do the same thing again to get to the next part. Now comes what could be a tricky part in this part of the stage. You need to stay transformed as Water Hazard and jump on the ledge of the window closest to the water and then make a jump to the window ledge of the one on the left. There will be two other window ledges to get to and a platform before having to do it again for another three times before having to go about shimmying again on another pipe. When through head up the stairs and afterwards you'll encounter your first type of enemy of the stage known as the Orfbeast.

Orfbeast Rating
Toughness: * *
Strength: *
Ranged:
Melee: * *
Speed: * * *

Once you defeat the four Orbeasts and need to transform into Water Hazard. Go to the left of the Gate using Water Hazard's water attack to on the stone structure on the other side to open the gate. Head past the gate and when you get near a green like substance coming out of a pipe it'll be time to switch to Swampfire and use his fire attack on it. Once you have hit it with the fire it'll travel down the pipe and make a couple tanks explode to where the wall is opened for you along the way. Make it past where the wall crumbled another new enemy to deal with the Criminal Alien Melee.

Criminal Alien Melee Rating
Toughness: * * *
Strength: * * *
Ranged:
Melee: * * *
Speed: * * *

Defeat the Criminal Alien Melee and work your way up to the next are only to worry about more Criminal Alien Melee as well as some Orfbeats. After making your way past them a gate will open for you. Go through the doorway only to encounter new enemy with the Criminal Alien Sniper.

Criminal Alien Sniper Rating
Toughness: * *
Strength: * * *
Ranged: * * * * *
Melee:
Speed: *

The only way to defeat the Alien Snipers is by using something on the ground that'll take them out. The one on the left you want to use NRG's Radioactive Blast on the pole to your left which will drop on the Sniper there. As for the other you'll want to transform into Swampfire to make the barrels to explode to take care of the other one. Once you have done that the gate will open to allow you to continue on in the stage. After that there'll be another new enemy that'll make its first appearance in the game, a Forever Knight Melee.

Forever Knight Melee Rating
Toughness: * * *
Strength: * * *
Ranged:
Melee: * * *
Speed: * * *

There'll be a fair share of Forever Knight Melee generating to try to take a crack at you. After dealing with them there should be a ledge to the right you can climb onto using Water Hazard to get inside the building. Get onto the ledge then jump to the one above and finally to the window ledge. When inside there'll be another new enemy to deal with the Forever Knight Ranged.

Forever Knight Ranged Rating
Toughness: * *
Strength: * *
Ranged: * * * *
Melee: * *
Speed: * *

When up in the room there's going to be half dozen, Forever Knight Ranged to dispose of the door will open and be able to proceed. Head through the door into the hallway and you'll see a save point if you wish to save up to this point of the stage. Afterwards head to the end of the hallway and in what is like a lobby of a castle complete with stairs. You'll see something that you'll need to open up but before you can do that you'll have to deal with more Forever Knights before you can even make that possible. There'll be roughly nine of them to take care of and after that they're dealt with a few of the teeth on the dragon like structure will turn green. Transform into NRG and use the Radiation Blast to melt the teeth but after that enter the room as NRG and pull on the lever. By pulling the lever a green mist will start coming out of the stairwell. At this point you want to transform into Swampfire to set those on fire with the fire balls. When you set them on fire walk up to the next part transform into NRG to melt the heads of the statues on the stairwell so you can finish up setting the stairwell on fire. The one on the left will set up for a puzzle. This puzzle can be rather tricky to pull off but you'll need Water Hazard to pull it off. You'll need to start on the left and slowly work the water blast to the left then another will come up and shoot that one. After that another will come up to target it. When the one on the left comes up go with that one then back to the third one followed by the second and finally back to the fourth one. By doing this you should be able to get the gate open so you can finish up with Water Hazard's water blast.

A green mist will appear and transform to Swampfire to set it on fire. If you head to the right of the stairwell where there are two Knight Statues with swords preventing you from entering the small hallway. To get in there you'll need to transform into NRG to melt the swords to gain access in the small area. There値l be another lever that is activated by using Water Hazard. When activated do the same as you did on the other side transform into Swampfire to set it on fire. As you make your way back down the stairs the heat from the flames will burn the wall decoration revealing a door that is locked but there's only one way to "unlock" this door. Transform into NRG to melt the lock right off the door. When the lock gets melted off the door will open itself for you to enter the next area. Since the stairwell is already on fire all you have to do is stay as NRG as you make your way up to the top of the stairs and melt the heads on the top of each side of the stairwell to open the door to a puzzle like area like in the first stage of the game. When in the room head to the right to melt gold type structure using Nuclear Blast to reveal a button with a water symbol on it meaning that you'll have to transform into Water Hazard for this. Use Water Hazard's water attack to move a platform to jump on but it's too far away to get to it, so you'll need something to help get you over to it. Head over to the left then do a double jump to get on the ledge and get on top of it. There'll be another button to use the water blast on and should put another platform so you can now get across.

Do a double jump to each platform and onto the last one. Once across you want to transform into NRG to be safe from being affected by any of the radiation that leads into the hallway that you want to get into. When you are in there watch out for the boards that you walk on due to them being on the weak side and not being able to hold significant amount of weight. Head around the corner but to your surprise there'll be more of those boards that are weak so the question is how to get across them without having to fall through and to your doom. You may want to transform into a lighter alien like Swampfire or Water Hazard to get across but try not to stay on them for long and try doing jumping from one to the other to help out in any way. When you make it across there'll be one more to worry about and there'll be another save point after making it past the last one. With a stairway around the corner heading down transform into NRG to protect yourself from any of the radiation that's on the floor of the room. At the bottom there's no door but there is a break in the wall showing that you can bust your way through the wall and since you really can't transform into any other alien you can break through the wall by punching your way through it. Entering in the art room and you'll come across by none other than the Vreedle Brothers.

Sub Boss Fight: Vreedle Brothers

After trying to get the Vreedle Brothers not to take what is in the room you'll have no choice but to fight the two of them and it can be a little tricky facing two opponents at once. One of the best aliens to use in this battle is Four Arms. If you don't have him amongst the aliens you can bring up the omnitrix selection and replace one of them with Four Arms. When the battle starts Rhomboid Vreedle will be the first to try to attack while Octagon will stay in the background as you fight Rhomboid. Best thing you can do is keep throwing punches at Rhomboid and at around halfway to three quarters of their health drained Rhomboid will be down for the count leaving Octagon alone in the battle. Just like with Rhomboid you want to use the same strategy on Octagon but it shouldn't be much to fighting Octagon as opposed to fighting Rhomboid as it shouldn't be too hard to bring the other Vreedle Brother down for the count. After beating both Octagon and Rhomboid Vreedle, Saunder will make an appearance to take what the Vreedle Brothers was there to steal in the first place.

Now it's time to chase down Saunder to try to get the artifact back. In order to go after Saunder get on the chest to the right of where the artifact was and double jump to get to where you then shimmy across but can be a tad tricky to get to the top. Now double jump to the ledge with the lights on it followed by double jumping to the left to get on that ledge then finally double jump to the ledge to the left again so you can get on top. Head through the hallway and up the stairs then into a small room only to come across a new enemy type that you have to deal with known as the Havocbeast.

Havocbeast Rating
Toughness: * * * *
Strength: * * * *
Ranged:
Melee: * * * *
Speed: * * *

This will make a tough one to make it past due to having a shield to try to help protect himself from any of your attacks. If you still have Four Arms amongst your aliens he would be a good choice to go against this new enemy and one of the best things to do is try sneaking to one if it's sides to make your attack on it from there. After defeating the Havocbeast there'll be another one to appear alongside a couple Criminal Alien Melees. When you have defeated all of them then there'll be a newscast with everyone's favorite news anchor Will Harange. Now head outside opposite from where you entered the room. Once outside head to the wall in front of you, transform into a alien like Swampfire or Water Hazard to do a double jump to grab onto a ledge sticking out then do another one to grab the ledge to get on top. Head to the electric outpost jump onto that and once again jump to get to the top cause you'll need to get a bridge down. Take a right to head inside a building and head up the stairs. When reaching the top head to the left and destroy the crates. Head to the right and lower the lever to release a gas then get a safe distance transform into Swampfire then fire at the gas to knock the door down but watch out for the nuclear mess. Transform into NRG and head outside to pull the lever to move the crate then head down to where you are even with the crate then use the Nuclear Blast so you the crate can drop to create a bridge. Drop back down to where you jumped up from the ledge and head to the right then around the corner to go across the bridge that you just made. Once you make it all the way across use an alien with a double jump to get to the top of the ledge. As you do another new enemy to deal with a Criminal Alien Lieutenant.

Criminal Alien Lieutenant Rating
Toughness: * * * *
Strength: * * * *
Ranged:
Melee: * * * *
Speed: * * *

After getting past the Criminal Alien Lieutenant there'll be two more that come in along with two Havocbeasts. Although with the Criminal Alien Lieutenants you have to get them to lower their shield to take them down. When they're all down and out for the count there'll be a gas tank with gas leaking out so transform into Swampfire to make it explode. Once you do that transform into Water Hazard to open the door and head on inside. There'll be a save point and I would recommend saving at this point in case you go about messing up and can start from this point. As Saunder will try to burn the building with you in it and only have roughly ninety seconds to get out of there before you burn to a crisp or get caught up in any debris. One of the best aliens to use in this area would be NRG since he's impervious to any kind of heat. When you enter the burning section head to the right then across but you'll have to jump over. After doing that head through the door jump onto the floor then go so far before having to jump again. Once there punch the door down and use it as a bridge to get to the building across but that one is on fire too. Watch out for the debris as you want to jump over the beam that came down. Head to the wall and punch your way through the wall to get out of there. After that the game will take over and you'll catch up with Saunder. When the conversation with him is over you'll have to make a quick decision to which alien to transform into to make sure the car don't hit the pedestrians. You have three choices to go with: Water Hazard, Swampfire or NRG. Best choice is to go with NRG on this one. After saving them not long afterwards you'll have another quick decision to make and the choices are the same as last time. Best choice for this would be Water Hazard.

Boss Fight: Saunder

Afterwards you'll have the game's second Ultimate Alien part and this time for a boss fight and against Saunder. You'll have to deal with Criminal Alien and Havocbeasts as you go about fighting Saunder. As you fight Saunder you want to go about firing fireballs at him when you get the opportunity at him. The best time to fire on him is when he's just hovering but when he goes about flying around is when you have to watch out for the minions he'll send at you as you have to dispose of them as quickly as you can. All you have to do during this fight is do what is listed here but have to be careful that you don't get stuck in any nets as that'll slow you down and allowing him to get a hit or two on you. Although Saunder does seem to be a pushover in this fight when you can start whaling on him with the fireballs. Keep it up with this and he should be down in no time.

Chapter Three: Devil's Tower

Sumo Slammer Cards: 3 - Recommended Aliens: Spidermonkey, Armadrillo, Humongousaur - Optional Alien: Echo Echo - Boss: Sixsix

From the start of the stage it won't be long before you run into the first enemy of the stage known as the R.E.D. Grunt.

R.E.D. Grunt Rating
Toughness: * *
Strength: *
Ranged:
Melee: * *
Speed: * * *

Upon defeating the one you'll have up to an additional dozen at most of the R.E.D. Grunts and then there'll be an encounter with another Bounty Hunter, Kraab. He'll end up destorying most of the bridge that you'd be using to get to the next area. This would be a good time to use Spidermonkey. Head to the bridge and there'll be two grapple points to use to get across the bridge due to Kraab. Once across not far from getting there should be a little ledge you can go down and there should be a Sumo Slammer card that's easy for you to find if you don't go by it without knowing about it. Get back up to where you were head straight and you'll need to jump over three rock platforms to before you can get to the next area. Once over there you'll need to transform into Humongousaur to move a mining cart type over to a lift and to the lever on the right to lift it up to where you'll need it. When you have done that head up then move the mining cart to a set of tracks but once you get it there a lever will come down. Pull down on it to fill up the cart and after you do that the cart will roll to open the way into a mine. Enter the mine and once in you'll want to head to the left but then it'll lead to a dead end. You want to transform into Spidermonkey to grapple onto something to pull it towards you thus opening the gate if you were to have tried going to the right. Head back to where you came in but head to the left to head out where the gate had opened then double jump over the hole. When you do there'll be two new enemy to face, a R.E.D. Melee and a R.E.D. Sniper.

R.E.D. Melee Rating
Toughness: * * *
Strength: * * *
Ranged:
Melee: * * *
Speed: * * *

R.E.D. Sniper Rating
Toughness: * *
Strength: * * *
Ranged: * * * * *
Melee:
Speed: *

As you face off against these two, go after the R.E.D. Melee first before you attempt go do anything to the R.E.D. Sniper. When you have finished off the on that you can head near the sniper transform into Spidermonkey if you haven't transformed back into Ben or any of the other aliens. You'll need to use the grappling move to take care of the Sniper enemy. Once the R.E.D. Sniper has been dealt with there'll be at around ten R.E.D. Melee to dispose of. Now after dealing with them there should be a crank nearby, head over to it and transform into Humongousaur to turn it to open the nearby gate. Head past the recently opened gate, follow the path and onto the bridge jump over where you'll see a save point if you wish to save your game. Go inside the building to deal with three R.E.D. Melees before you can progress further. Now head over to the gear transform into Armadrillo, and you'll want to use the drill on his arm to turn the gear to open up the door to the left of it. Head outside and down the steps then you'll run into a new enemy of the stage, R.E.D. Ranged.

R.E.D. Ranged Rating
Toughness: * *
Strength: * *
Ranged: * * * *
Melee: * *
Speed: * * *

There'll be one of them to defeat but after you defeat it there'll be another one to come up along with three R.E.D. Melee and at least one to two more of the R.E.D. Melee. Head into the mineshaft and you'll be automatically be taken to the end of it but there's going to be a catch here. The bounty hunter Sixsix is on the edge of the cliff near a boulder and will send it down your way so you'll have to get to a safe spot before the boulder can turn you into a pankcake. Best alien to use is Spidermonkey due to his mobility. As you head down the hill and when you get to where you see some boards on the left but you want to wait until the boulder gets near before going onto them due to them being weak so you can't stay on them for long. Time it right to get on the boards to let the boulder go by then back on the hill downward but when you do another boulder is on its way. Making your way down with another one coming after you when you come to a bridge you'll have to make a jump and not far after that there should be another board ledge you can get onto. Do the same thing here and by the time you do you may be barely getting onto it. Once again after getting back on the hill downward another will be on its way and the next wooden ledge is going to sneak up on you so be on the lookout for it with it being around a corner. Time it right to get on it before the boulder gets to you and get back out after it bypasses you. When you do you'll have one more boulder to deal with before you'll be done with the boulders chasing you down. You'll have to jump over a bridge on the way down and when you get near what looks like a way in a mine shaft but isn't the game will take over as Ben jumps into the small area to clear the boulder.

Once that is over head in the area around the corner but when you get there you'll need to transform into Spidermonkey to grapple across to the next area. When over there there'll be a R.E.D. Melee and a R.E.D. Ranged to deal with. As they come towards you about a dozen or so of more R.E.D. Melee will appear and more to deal with in this section of the stage and once again time to go Ultimate again this time with Spidermonkey. After going Ultimate Spidermonkey it's time to deal with the horde of enemies to deal with in this area but when you defeat a small handfull a R.E.D. Sniper will appear to try to help out the other R.E.D.'s. To deal with the Sniper is to go over by a pole and strike it to have it fall onto the Sniper. Afterwards you can go about cleaning up the rest of the mess of the enemies. When all of them have been dealt with the gate to the stairwell will open up and now you can head up there. Climb the stairs to the top and to the right then transform into Armadrillo to move the gear to bring up a drainage gutter. Now head back then you should see a place to be able to grapple over using Spidermonkey. Head over to the water tower then transform into Humongousaur to turn the valve to get the water out of the tower and into the drainage gutter. Now the gate that were previously closed should open now. Head there and jump over though there'll be a save point if you decide to save in this area. Make your way to the right to where the mine digger is, time it right to hitch a ride up. You may want to use a alien that has a good double jump like Spidermonkey or Big Chill. When across head around the corner but if you transformed into Big Chill you want to change into Spidermonkey as you get to the end of the corner due to having to grapple to the next area. Head around the corner heading to the bridge but you won't be able to cross it before the game takes over and have to face the sub boss of the stage, Kraab.

Sub Boss: Kraab

During the fight against Kraab you'll have to watch out for the guns that'll fire at you from the mountain in front of you. Best alien to go with for this fight is Humongousaur. During the fight watch out for Kraab's pincher and you want to try to bait him into using it so you can work around it to throw in some punches in on him. That's the strategy using Humongousaur in this battle by throwing punches while trying to avoid being shot at and being hit by the pincher. As long as you can lay down a good smackdown of punches on Kraab this fight isn't going to last long and should be go down within a minute assuming if you have Humongousaur upgraded decent enough prior to this fight.

After defeating Kraab a stairwell will come up out of the ground and the doorway will open, head inside and there'll be an terrestrail being that'll need your assistance in extending a bridge. Upon following this mysterious being there'll be five R.E.D. Grunts and one R.E.D. Ranged to deal with, and you'll have another puzzle to deal with here that'll require transforming into Armadrillo. You'll want to turn the middle one once, then the right one once and finally the left one once to complete the puzzle. Once the door is open head in and head to the next room only to find out you have to do more to get to the area of the birdge of this area. Head to the right transform into Spidermonkey to grapple up to the next level. As you get on the second level of the room and head to the center to activate a switch which should raise the platform that the being is standing on, allowing him to come up to where you're currently at. Head to the left to where you can see something you can grapple by using Spidermonkey to the third level of the room. Do so and then you'll then need to transform into Humongousaur to pull on it to help the being to the third level of the room and a bridge will come so you can get across to the other side of the third level. Enter the door but you'll have to deal with three R.E.D. Melee before coming to a "T" in the corridor, so now which way do you have to go now? If you head to the right it'll be a dead end and two R.E.D. Grunts to deal with so scratch out going that direction.

By heading to the left and into another room you'll come across another puzzle to do in this stage. There'll be two machines that will release a power cell to connect to four corners. It shouldn't matter which one you go with first to get a power cell to move to the corner and after you get one out to each corner the being will have to walk over to activate each of the four cells that you release to put in place. The only downfall is that after the first one only two more will light up where you have to put them in and the last you'll need to transform into Spidermnkey to pull something out to help get the last one to light up to put the power cell in it. Once you do that all of them should be ready to put a power cell on them. After all of them been set and the being has put them on there's one last task and that'll be to set the computer of where the being goes after messing with the last cell. When that is done head through the doorway and down the corridor and when you get near the end there should be a spot to the left that you can save your game but I recommend saving your game at this point. As you head through the door to fight the boss of the stage, and one of the other bounty hunters. None other than Sixsix.

Boss Fight: Sixsix

One of the most interesting battles that you'll have to do in the game and it can be one of the toughest that you may even encounter. EVER! One of the important things to watch out for is when Sixsix fires his gun at you cause if you get hit once you'll get hit at least one to two more times before you can move again. Another attack that you want to watch out for is that is like a flash bang grenade and slowing you down so he can try getting another opportunity to attack. I recommend using Humongousaur to attack him when you get close to him but watch out when he uses flashbang when near him. At first you need to keep an eye on where he goes so you can try getting near to get some hits in on him but each time it may result in the same flashbang move to slow you down so he can attack or flee. When you have done enough damage he'll flee to some platforms that are sitting on some lasers and there's no way that you can go over there to attack him whatsoever so you'll need a new course of action to bring him back over to get more hits on him. Once that he's over there a computer will come up that will allow you to bring up some crates to help out in bringing him back over and you ask "How would those help in bringing him back over?". The answer is simple, move it to the left or right on the buttons on the floor. Which one will you move to one is up to you it don't matter which way that you take with this move. As you attempt to do so he'll introduce a new move by firing at around four missiles at you to try to get you from moving either crate to where you need to get them.

When you have moved that one to where you have put it there should be a switch to the right or left of the crate that you'll need to pull depending on which side of the room he is over above the lasers. The crate will then do some damage to Sixsix but he'll be staying over there which means that you'll have to move the other one but watch out for the rapid fire attack he'll try to incorporate this time around. It'll do damage to him like the last crate done but now he moves to the center and this time you'll need to transform into Armadrillo for this time. He'll still try to do the rapid fire but if you're still Humongousaur you can block the move before you transform into Armadrillo. When you can get the middle one down and Sixsix falls on the laser he'll come over and then you can deliver the final blows to him to finish up this fight against the other bounty hunter.

Chapter Four: Great Wall of China

Sumo Slammer Cards: 3 - Recommended Aliens: Swampfire, Big Chill, AmpFibian - Optional Alien: Water Hazard - Boss: Dragon

Terracotta Melee Rating
Toughness: * * *
Strength: * * *
Ranged:
Melee: * * *
Speed: * * *

Here we are in China, but we'll only be around the Great Wall for most of the stage. First thing that you'll going to need to do is face off with three Terracotta Melee before you can advance in the stage and once you do go through the gate that had opened up. Once through but there's going to be one thing that you'll have to deal with when you get near the edge of the wall that you're currently on but as you walk near it you'll see a platform moving up. As you get near it you want to transform into an alien where you can perform a good double jump such as Swampfire or Big Chill. Do the double jump even if you get close to grab onto the edge of the platform jump to get on top of it and wait for it to go back up then head on the next part of the wall to continue on until you come to another edge to where you see like air being sent up towards the sky. You'll need to transform into Big Chill to get past it and once you get past that you'll need to stay as Big Chill as there's another that isn't too far away from that one to get to the next area. As you get onto the area past the two air bursts you'll need to transform into AmpFibian to charge up the dial on the ground to open up the dragon's mouth. When it's opened up far enough stop charging and destroy the power supply then enter the next area then head to the end of the path to come across the next enemy in the area the Terracotta Ranged.

Terracotta Ranged Rating
Toughness: * *
Strength: * *
Ranged: * * * *
Melee: * *
Speed: * * *

After getting through at least a half dozen of Terracotta Ranged you should see a doorway to head up like a flight of stairs until you come to like a ledge. Transform into Swampfire to throw fireballs at the vines that you see on the other side and once you have done that transform into Big Chill to double jump to some platforms. I recommend Big Chill is you'll need the glide of his wings to help get to each of the next platforms until you can get fully across to the other side. As you make your way to the end there'll be about another half dozen of Terracotta Ranged to deal with and after you have dealt with them head to where you see vines wrapped around some rock. Use Swampfire to burn them away but you'll need to transform into Big Chill to deal with any fire that is still up afterwards and finally use AmpFibian to charge up the dial to open up the dragon's mouth. After its open destroy the power supply and enter the mouth. When through there'll be a save point if you wish to save your game at this point and after you do if you have done so head to the doorway but watch out there'll be three Terracottas to deal with as you get in the room. When they're done for you'll need to transform into AmpFibian to charge up the dial and the door to the right should start opening. Head through the door and into the path towards the door on the other end. As you get by the door it won't open so when you try heading back Terracotta Ranged should come in roughly three of them to deal with and the door will open upon their defeat. After getting through the tunnel you'll come into what seems like a civilization of some sort and there aren't any signs of life, until the next set of enemies appear starting with the Terracotta Lieutenant.

Terracotta Lieutenant Rating
Toughness: * * * *
Strength: * * * *
Ranged:
Melee: * * * *
Speed: * * *

As this new enemy appears and it may be able to pose as a problem due to this one having shields to help protect it from any hits that you may try throwing at it. Best thing to do is to get to its side or back to get any hits on it as well as prevent it from trying to use the shield to protect itself. Upon defeating it there'll be another Terracotta Lieutenant to deal with alongside two Terracotta Ranged/Melee to deal with and once that they are dealt with you'll need to transform into Swampfire to light some "green" gas on fire again like in the last stage to open up the door to the building. Once you have done that there'll be another dial to charge up via AmpFibian and once it gets all charged up it'll end up resulting in making a hole in the wall allowing you to get past this section. There'll be one small problem and there'll be fire around due to the explosion so transform into Big Chill to deal with the fire afterwards. When the fire is out double jump onto the platform and do it again but once you get up there transform into Swampfire to set the vines on fire then back to Big Chill to cool off any remaining flames. Jump over only to transform into AmpFibian to charge up another dial and the power supply afterwards. Next room will have a air vent, transform into Big Chill to get up to the next area. As you get up there transform into AmpFibian to charge up another dial as it'll open the door but it'll also be sending a signal to another part of the level. Once you have done that head out through the door and drop down to the ground then head up the area. When you start heading onto a dirt path there'll be another new type of enemy, Terracotta Elite.

Terracotta Elite Rating
Toughness: * * * * *
Strength: * * * * *
Ranged: * * *
Melee: * * *
Speed: * *

When you have dealt with the Terracotta Elite head around the corner and up a little ways before dealing with another Terracotta Elite alongside some Terracotta Ranged/Melee. There'll be at least four to six of the Ranged/Melee to deal with but you don't want to rush into trying to take all of them on at once or you'll be sure to run out of health only to start from the last checkpoint to do that all over again. After dealing with them the door will open allowing you to enter the room and you'll need to transform into AmpFibian to charge the dial to open another door to enter another pathway. Head into the pathway and to deal with two Terracotta Lieutenants with four, Terracotta Ranged/Melee. Get past them to continue down the path and when you get closer to the end there'll be two more Terracotta Lieutenants to deal with. After those two are down for the count transform into Big Chill to help get across the platforms and glide down to the platform at the bottom. Head to the end of the path transform into Swampfire to take down the vines and then to AmpFibian to charge the dial to lower a stone elevator that you can use to get over the wall that's blocking your path. Here is a challenge for this stage as there's a puzzle that you'll need to solve before getting out of this area. Use Swampfire to get rid of the vines and AmpFibian to charge the dial to bring up an electrical output of some kind. Once that it's up as far as it can get up on the ledge to get up on it and then to your left to lower the lever then back down to the dial to help try bringing it up again but to no avail that you'll need to get to the other one. Use the ledge of it to get to the top ledge and then to your right to the platform to pull that lever. Now use AmpFibian to get the tower fully out of the hole then head in to get it to send another signal out.

If you want to get across easily like before when jumping between rock platforms use Big Chill and let him glide after doing a double jump to help get to get to the next area. Once there there'll be a total of two Terracotta Elite and two Terracotta Lieutenants to deal with before you can advance through the tunnel. Upon doing that head through the tunnel to deal with two more Terracotta Lieutenants and one Terracotta Ranged/Melee before the door opens allowing you to head in. When that is done head in the room and transform into AmpFibian to charge the dial. Once you use AmpFibian to charge the dial a air vent will come out, transform into Big Chill to get to the top and after you do that there'll be a save point to save your game again if you wish to save at this point of the stage. As you head towards the wall the game will take over and you'll come across the sub boss of the stage which happens to be some type of General.

Sub Boss: General

First thing that you'll do is to make a quick decision to either tranfsorm into Swampfire, Big Chill, or AmpFibian. I recommend using Swampfire to help stop him in his tracks and after you do he'll send some of his troops after you to deal with you for doing that. As you deal with the half dozen soldiers he'll be doing what he can to send fireballs your way as you take care of the soldiers. Once that you're done with them he'll make another attempt to attack you and you'll only have Big Chill or AmpFibian to choose from if you used Swampfire the first time. Go with AmpFibian and after the attack it'll be the same again face more soldiers but there won't be as many as last time. Once those ones have been dealt with he'll try to come in for another attack but this time whatever choice is left and if you have gone with Swampfire and AmpFibian, that'll leave only Big Chill left to use in the quick decision but that won't be the last move on the General. He'll send more troops to try to dispose of you in any way that they can. At this point you'll go Ultimate Big Chill this time around and watch out with the horde of troops that you'll have to deal with before you can go about finishing off the Genreal. After fending off what will feel like dozens upon dozens of troops the General will try to make one last attempt to take you out but it'll be up to another quick decision to about finishing him off in two more moves. Do the moves quick or you'll be sorry that you didn't do it.

Once the General has been defeated head towards where Ben was heading as the cutscene started and when you get to the end of the path take a left until you come across another dial that you have to use AmpFibian on to charge it up. Charge it up to lower a lift then jump on the ledge of it then on top of it and get to the top only to charge up another dial to open up the air vent but you'll have to drop down then continue on the way that you were heading. Upon going through the first gate there'll be two Lieutenants as well as four Ranged/Melee to rid of heading to the next area. There'll be a dial that you have to use AmpFibian on but the air vent is covered by some vines and you can't do anythig that this point but to go through the newly opened gate. Head through but use Swampfire to rid of the vines and Big Chill to dispose of any remaining flames then AmpFibian to charge the dial to open up another air vent. When through the next gate to the next area there'll be around four to five Ranged/Melee along with two Lieutenants to deal with and trying to deal with all of them can be a pain to where you'll have to start it over again which can be a hassle. Plan your moves thoroughly to get through this and you should be fine. When done with them you should have a dial to charge via AmpFibian to open up another air vent. Once you do that head to the next area, use Swampfire to take care of the vines and to use AmpFibian to open up another area but destroy the power supply afterwards. Upon destroying the power supply it'll create a ramp for you to go up to another dial to charge using AmpFibian and after charging it it'll open up another air vent.

Use Big Chill to get up to the next area and now you'll have to jump on some ledges then shimmy across to the next ledge. Get through to each one and to the stone ledge that you went underneath before you got to any of the dials. When on it head to the center and transform into Swampfire to deal with the vines. Use Big Chill to double jump and glide to where the vines were and drop on it to double jump again to glide to where one of the air vents is. Transform into AmpFibian to charge the dial to lower this air vent and back to Big Chill to get to the next area via air vent and you'll have to use two of the air vents to get across before you get to the vent that is being clogged up by some vines. Use Swampfire to take care of them to open up the vent. Including the vent you open up there'll be two air vents to use to get to the next area and as you go along there'll be a save point to save your game up to this point. Once you save your game or not head across to the next area and into the door but as you as the game will take over as you'll now have to face the boss of the stage which happens to be some ancient Dragon.

Boss: Dragon

Prepare yourself for a challenging boss fight in this stage and while not like the General that you fought earlier this one may take some time to get past it. In order to do damage to the dragon charge the dial in the center using Ampbian which will allow the bucket near the dragon to pour something to allow you to get close to the dragon but watch out for the fireballs. As you get near it transform into Big Chill to freeze the dragon but wait for it to try attacking with a fireball before you freeze it then promptly to Swmpfire to fire at the gas that you see leaking out to do damage to the dragon. As the dragon will go from the center hole to the one on the left head over there to do the same as the battle started it by charging the dial followed by heading over as Big Chill to freeze the dragon and finally using Swampfire to deal damage to it. Head back and to the right then as the previous two times charge up the dial, head over using Big Chill and Swampfire to deal the damage to it but the fight don't end there, as that was just the first part of the fight. Be prepared to deal with the second half of the fight which will change up how you fight it.

With the dragon being back up to full health now the fight has now taken a turn of events and now you have to take a new way to defeat it. Best alien to use for this part of the fight is AmpFibian and what you need to do now is to head over to where you see the blue lights. By heading over there you'll need to wait for the dragon to come near to use AmpFibian's lightning attack to attack the light and when you do it'll do damage to the dragon. Be careful of the platforms you are on cause they'll drop down in the lava to come back up a little later. As it can vary with the platform but you need to watch how this battle progresses to see where you need to go so you can get to the power supply to throw a charge at it do damage to the dragon. It should only take around five hits give or take before the dragon finally goes down but without having to deal with the changing battleground.

Chapter Five: Tokyo Nights

Sumo Slammer Cards: 3 - Recommended Aliens: Armadrillo, Spidermonkey, NRG - Optional Alien: Big Chill - Boss: Cooper

Forever Knight Ninja Rating
Toughness: * * *
Strength: * * *
Ranged:
Melee: * * *
Speed: * * *

From the start of the stage you'll come across the first enemy of the stage a Forever Knight Ninja and you'll have to face three of them. Upon defeating them a shaft will open up with what looks like a drill area that'll require Armadrillo's arm. After getting it to a point you'll need to transform into Spidermonkey to grapple from one grapple to another to get to the next part of the stage. When there you'll need to jump on a ledge of the building and up another two and then onto the platform that is sticking out to do something about what's blocking your path. Once on the ledge transform into NRG and use the Nuclear Beam on the beam to melt the beam to bring the wall down so you can pass. Use an alien like Spidermonkey to double jump across so you can enter through the door and to the next type of enemy in this stage. Forever Ninja Ranged.

Forever Ninja Ranged Rating
Toughness: * *
Strength: * *
Ranged: * * * *
Melee: * *
Speed: * * *

There'll be three of them to deal with in the room and afterwards head out the door as looks to be no way to get through the stage but looks can be deceiving. You'll need to jump over to the building where you see yellow beams but if you use Big Chill to double jump then glide over to it you should be able to grab on the beam to get yourself up to the top of the building. Once on top of the building head down the ramp, transform into Spidermonkey to grapple to the next area and you should be able to get there with no problem but may want to grab onto a beam so you can then drop down. Before going to the next one you can see there's a little something under the next one. Transform into Big Chill, jump then glide down and you should be able to pick up one of three Sumo Slammer cards of the stage. Once that you claim it if you decided to head back and go arond the turn until you come near the end. Climb up the support beams to the next area, get on the ledge then go around the bend and the same thing here, go up the support beams to get up to the next area. When at the top there'll be a puzzle that you'll need to do and the first thing to do is transform into Spidermonkey then head over to where you see the red light. Use Spidermonkey's webbing to tug on the lever to activate the crane. Head over to the crane and use Armadrillo to move the crane over to where you can jump onto the crane using Spidermonkey by double jumping onto the crane. Once on the crane use Armadrillo again to move the crane so you can get across the gap and when you get there drop down then enter through the doorway but you'll have a new enemy to deal with the Samurai.

Samurai Rating
Toughness: * * * *
Strength: * * * *
Ranged:
Melee: * * * *
Speed: * * *

The only downfall is that while it does carry a shield to help protect itself but once you defeat that one two more will appear afterwards. Just as before with the Terracotta Lieutenant you need to work on its side and back if possible to defeat the Samurai's. Once that you finished with them head through the now opened door and head to the end of the corridor and you'll come across the first save point in the stage. In the next room there'll be two Samurai's and several Forever Ninja's to deal with before you can open up the center area where you'll need to transform into Armadrillo to open the door. Once opened go through it to another drill to activate. Enjoy the ride down until it comes to a stop and exit onto a ledge of a building. Head to the left and when it seems as though there's no way to go further look to the left and there'll be support beams to cling onto to help get to the platform you need to get to. Climb up on one and when you get to the end of that double jump towards the next one then when you get to the end of that one jump onto the platform. Use Armadrillo to open the door only to get in and use Spidermonkey to pull the lever to move the support beam so you can further the ride down. Now head back to where you came from by staying as Spidermonkey to get on the support beam to head back to the ride. Once you get back transform into Armadrillo to finish the ride to its destination. When the ride comes to an end you'll have to deal with several Forever Night Ranged followed by two Samurai's before you can proceed.

Once that they're done for transform into Armadrillo to bring a hook to you then transform into Spidermonkey to grapple onto it so you can get to the next part. Head to the gate and transform into NRG to melt the gate with the Nuclear Blast. Transform into Armadrillo to turn the bridge to where you need to and transform into Spidermonkey to jump over the gap but quickly back into NRG so you'll be safe from the seepage of the nuclear waste. As you stand on the waste there should be a lever to your left to pull using NRG so you can gain access to the crane. Head over to the crane and transform to Armadrillo to activate the crane to move it to where you need to then transform into Spidermonkey to get on the crane then back to Armadrillo to move the crane near the window to jump in it. There'll be several Forever Ninja's to deal with and when they're dealt with head through the door to the end of the corridor. At the end of the corridor the game will take control and you'll run into Zombozo.

Sub Boss: Zombozo

One has to wonder what is his involvement in all of this? After the cutscene it's time to chase down Zombozo but without having to make a quick decision of transforming into Spidermonkey, Armadrillo, or NRG. At the first one go with Armadrillo to help create a shield from the explosives and at the next one transform into NRG to help cover youself from the falling billboard. When you get near the end of the chase it'll be time to transform into Ultimate Spidermonkey to take on a horde of Forever Ninja's and sometime during the fight with the Ninja's Zombozo will eventually join in on the fun. When you go about doing damage on Zombozo you need to be careful when he brings out the hammer. Although Zombozo is the sub boss of this stage but there really isn't much of a strategy here when dealing with the hordes of Ninja's and Zombozo. This値l only take about a couple of minutes at the least to get through this part of the stage.

Once that you have dealt with Zombozo head out of the parking lot and out into the street but when you get on the street there'll be a Samurai to confront along with several Forever Ninja's. As you make it further down the street there'll be a couple more Samurai's and several Forever Ninja's that you have to put up with again. When they're dealt with there'll be a grapple that you can use Spidermonkey to get up on but as you get on the grapple you'll need to swing in order to get up to where you need to go and afterwards transform into Armadrillo. Drill the way to get the gate open then use NRG to get through the fire that's on the ramp as you walk down and into the alleyway. Transform into Spidermonkey so when you get to the end you can double jump to get to the designated area that you need to go. Once up there you can stay as Spidermonkey to go through the vent to the end and when you get to the end of that you'll come across another puzzle to deal with involving crates. There will be a drill that you'll need to transform into Armadrillo for this. Drill it to move a crate at the very end up and after you have done that drop down into the parking lot until you come to the center of it then head to the left. Transform into Spidermonkey to pull the lever to reveal another drill. Transform into Armadrillo to activate it to move the crate to the right but once you have done that head to where you had moved the crate but you'll need to climb the support beams to get to the ledge. When you get up there use NRG to melt the wall using the Nuclear Blast.

Although when you drop down and you can't find a way to get through but the crate that you moved up earlier has now dropped back down. Head back to where you raised it up to get it back up and when you do you'll need to transform into Spidermonkey to grapple your way back over there but be quick about it before it has a chance to drop back down. When there head under the crate and through the vent to get to the empty room and where you'll find another save point in this stage. Head through the door and into the corridor then at the end of it you'll come into another room but then you'll find Cooper but he's not quite himself.

Boss: Cooper

The main thing to watch out for during this fight is the laser that Cooper will be firing at you and pretty much one of the only attacks that you'll be seeing during this fight. Use Armadrillo to bring up some flammable barrels along with some barriers to help protect you from the laser so you don't have to block as much as opposed without them. After Cooper has destoryed the barrels you'll need to get on them via using NRG starting on the right and work to the left staying as NRG until you come to a platform to get onto. When you do the platforms you used to get over there will fall so there's no turning back at this point. As you are on the platform watch out for the mechanical arm as it'll attack you. Dodge it's moves and attack it when you can but as soon as it goes down transform into Spidermonkey to use the grapple to take it down. Grapple over to the next area to deal with another mechanical arm. Just like the other one you'll need to attack it then when it's down grapple it and it'll be the end of that one. This one isn't going to be simple since this one will be equipped with a saw so watch out for that. Once that you have taken out the other mechanical arm some debris will fall and you should have a way over to Cooper but watch out for the fireballs he'll fire at you as you come across. As you make it across transform into Armadrillo and drill your way to help get Cooper out of where he's at. When you get near Cooper watch out for when you get near he'll unleash an attack from above whenever you make an attack on him. The best alien to use in this position is NRG so you don't have to be "close" to finish this fight and save Cooper.

Chapter Six: Amazon

Sumo Slammer Cards: 3 - Recommended Aliens: AmpFibian, Echo Echo, Big Chill - Optional Alien: Humongousaur - Boss: Vreedle Brothers

From the start of the stage you'll have to transform into Big Chill in order to get from the ship to the platform over to the rock ledge. Double jump and glide your way to the area but watch out for the shots someone is firing at you. Enter through the doorway and have to deal with two R.E.D. Grunts then once their disposed of head to the hallway only to confront the first new enemy of the stage, a R.E.D. Lieutenant.

R.E.D. Lieutenant Rating
Toughness: * * * *
Strength: * * * *
Ranged:
Melee: * * * *
Speed: * * *

Make your way past the R.E.D. Lieutenant but be careful due to that he has a shield and will have to work around it. Once past it the door will open and make your way to the end then transform into AmpFibian to charge up the platform to open up the door to advance. Head through the hallway and when you get to the end use AmpFibian to and use the charged attack to destroy the barrels to blast open the door so you can head out the door. As you reach the outside go to the right transform into Big Chill. Perform a double jump and glide your way down but watch out for the R.E.D. Sniper as it'll fire at you8 as well as another enemy will be firing at you as you glide down to the platform. Once down there you'll have to deal with R.E.D. Grunt and R.E.D. Melee. When you have disposed of them you can head to the left and upwards to deal with the R.E.D. Sniper if you decide to. If you don't you can always take the right but be careful of the R.E.D. Melee before you go through the door. As soon as you get past it and through the door head around the corner to where you see a door but there's one problem, you can't open the door then expect to get past it. Transform into Echo Echo, walk over to the button, press it and clone yourself then send the clone in through the door. Once through the door head to the end only to transform into AmpFibian to destroy the barrels to blow open the door and then head outside. Head to the left but transform into Big Chill to do a double jump and glide down watch out for the R.E.D. Sniper but you won't have to worry much since it won't have much of a good aim.

As you glide down to the platform you'll notice something underneath the platform. When you hit the platform go underneath to reveal a doorway. Head through it and around the corner until you come into a room. When in the room there should be stairs to get up to the part next to you as you entered the room. When up there transform into Big Chill to take out the flames for the time being and get in the center between the flames. Use AmpFibian to short circuit the furnace so you can get through to the next area but when you reach the end there'll be some barrels to deal with to gain access to the door. Head outside and transform into Big Chill, double jump to glide down but watch out for the Sniper as you glide on down. Once there transform into AmpFibian to blow open the door and head in to dispose of the Sniper. After dealing with the Sniper head back out then head to the right. Transform into Big Chill to help get you over to the next area. When you arrive there'll be some Grunts and a Lieutenant to deal with upon your arrival. Once they're dealt with there'll be a bridge you'll have to lower. Head towards the left and down some steps, there'll be a save point if you wish to save your progress up to this point. When arriving to the bridge transform into AmpFibian to charge up the platform to lower the bridge so you can get across and once it's down head across. There's a control unit to your right. Head over to activate it to bring up another control unit on the other side. Now you want to lower the bridge again if it's down and once you do that you'll want to transform into Echo Echo to send a clone to the control unit.

If you haven't noticed something near the bridge by this point you can use AmpFibian to lower the bridge then when the bridge is being lowered get on it towards the center. Transform into Big Chill and when the bridge starts going back up you should be able to get one of three Sumo Slammer Cards of this stage. When that is done head to the other charge point that has been revealed to the right of where you came in. Charge it up using AmpFibian to short circuit it then head over to the other side to do the same to the other one. The water will be drained and a doorway will be revealed to you. Head on down to the doorway. Once inside there'll be an air vent so transform into Big Chill to get up to the next level and head out the door. As you get near the door the game will take control and you'll have another Ultimate showdown but this time it'll be with Echo Echo. This Ultimate will last for a few minutes as you deal with a horde of R.E.D. Grunt, Melee, and Ranged. It'll feel like that you will deal with what feels like a hundred or more of them but when you are finished you'll transform back to normal Echo Echo then a door should open itself. Head inside to reveal another save point of the stage. Head into the next room and there'll be a new type of enemy, the R.E.D. Elite.

R.E.D. Elite Rating
Toughness: * * * * *
Strength: * * * * *
Ranged: * * *
Melee: * * *
Speed: * *

After getting past the R.E.D. Elite there'll be a Lieutenant and a Ranged to deal with. When those three are out of the way use Echo Echo to go through the vent near the other two had made their appearance. Once to the end there'll be an interesting way to get past this section of the stage. You'll need to use Echo Echo's cloning ability to get through this section. Put one of the clones on the button on the ground to raise a shield as you go to deactivate the turret that's trying to fire at you. There'll be another turret to deal with but this one will require two control panels to deactivate it. When that is done head down the hallway and there'll be another save point if you wish to save your progress. Head down the ramp and here's the challenge of the stage. This is one of the most intriguing puzzles you'll come across in the entire game. What you need to do is go to the control device in front of you set one then go to the left transform into AmpFibian to charge up the panel until it matches up with the one that you previously set in the other. If matched correctly the second one that you set will come out and you need to transform into Big Chill to put it out. When it cooled down it'll be put in the casing then placed on top. Continue this process until all three are up there. When all three are up there you'll need to get up there transform into Echo Echo, perform the clone ability to get on all three to extend the bridge but it'll activate a missile launch. When the bridge has extended head through the door down the hallway and into the missile silo.

Here comes the pressure cooker. You have less than two minutes to either stop the launch in any way possible. The first step is to stop the flames via Big Chill then glide on down to the next section to disable the furnace via AmpFibian. When you do the Ignition sequence still hasn't been stopped and need to do more to stop it from happening. Flames will come down over the vent that you'll need to get through using Echo Echo but good news is that you were able to delay the launch some but not by much. Extinquish the flames using Big Chill then enter the vent with Echo Echo to the end of the area. At the end of the vent you'll need to transform into Big Chill to get on each pipe and shimmy along. Once at the end of it jump on the platform to deal with the flames then glide on down to the next part but don't worry you'll have a air vent to assist you on getting to the next platform. When you are on it use AmpFibian to disable the next one but once again it hasn't been stopped and only delayed once again. Now transform into Echo Echo and use the clone ability to open the door and once open head on it but watch out for the beams that are coming out of the walls in this small sector. Use Big Chill to glide on down to the next section and double jump up to the next sector but then have to use pipes to get to the next sector. Once there you'll need to transform into Echo Echo and use the clone ability to move the bridge to the next area. When it gets there walk across to the next sector then jump and take out the next only to delay it once again. Transform into Big Chill to glide on down to the next one but you'll have a few R.E.D.'s to deal with before you can take care of the final one. When you have them down take care of the last one to fully cancel the launch sequence. Head to the now opened door and down the corridor but when you get to the end of it you'll have to fight the Vreedle Brothers once again.

Boss: Vreedle Brothers

This time around it's not going to be as easy as the last fight against them and require a little more to do during this fight. Rhomboid will be on the ground while Octagon will be on top tossing down grenades at you and if you try attacking Rhomboid you won't be able to do any damage to him. At first you need to try avoiding any contact with Rhomboid until a panel comes up to where you'll need to use AmpFibian to charge it. After charging it Rhomboid will then make an attempt to charge at you and do what you can to move out of his way so he'll knock Octagon down on the ground then is the best time to go in for attack on them to do damage to them. After they regain conscience then it's time to start that process over again. For the next one you may have to transform into Echo Echo and use the clone ability to get Rhomboid to attack to get Octagon down on the ground so you can move in for the attack but be careful of when Rhomboid attacks with his gun. Once you manage to do damage again and now comes for the final part of the fight against them. When Octagon goes for an attack transform into Big Chill and freeze him to where he can't move then Rhomboid will go to charge and after he does you can go in to deliver the final blows to them.

Chapter Seven: Colosseum

Sumo Slammer Cards: 3 - Recommended Aliens: Terraspin, Armadrillo, Swampfire - Optional Alien: NRG - Boss: Psyphon

Now it's time to head back to where we started the game but as you arrive Captain Nemesis is there raving about agreeing with Will Harangue that Ben is nothing more than a menace to society. Starting off where you had fought Enoch earlier in the game but having to deal with several Forever Knights that were still lurking around after his downfall. After dealing with them it痴 time to head to the center where Enoch was standing during most of the fight. Get up there using Terraspin and when up there head to the center transform into Armadrillo to drill your way down in the ruins again. As you get down to the ruins head straight until you come in a room and there'll be several Forever Knights to deal in the room. After dealing with them the door will open up and head into the next area but watch out that you don't fall in any of the pits of lava. Use Terraspin to get over them and to the next room. At the end transform into Armadrillo to turn the area so you can have a doorway to get in the next sector but you'll have to use Armadrillo's arm to turn it two doors down. Head on down then transform into Terraspin to double jump to spin way over to the next area and once over there you'll need to transform into Swampfire to fire at the green gas. Now the gate that was preventing you from advancing has lowered so head on back over then turn it to you get to that doorway to head on through.

Head down the path but watch out for the narrow path and may want to use an alien like Terraspin or Swampfire to get past this part of it. As you get to the end of the path is when you'll need Terraspin to get over the gears blocking your path. Once across there'll be several Forever Knights, couple R.E.D. and a sniper to deal with in this sector. Before using Swampfire's Fireball attack you can get a Sumo Slammer Card at the end of the steps and then set the gas using Swampfire's Fireball. Head up it and then down the corridor, double jump over the spikes but when you get to the end of it watch out. Use Terraspin to get on the bridge then afterwards transform into Armadrillo to turn it the bridge. Once you do that use Terraspin to get to the next bridge then to Armadrillo to do the same as you did the last time but to connect the two bridges. After connecting the bridges use Terraspin to double jump and spin to the next area. Use Swampfire's Fireball attack on the gas to lower something to where you'll need Armadrillo but to get over there you'll need to transform into Terraspin to get over there. When you get over there use Armadrillo to lower the gate. Once you have done that jump up then transform into Terraspin to get over there with the double jump and use Terraspin's boost to get through the opening in the gate. Head up the stairs to eventually get out of the ruins and into the streets.

As soon as you get in the streets there'll be a save point if you wish to save but then you'll need to take a right eventually running into several Forever Knights and R.E.D.'s to deal with. Once they're done for head in the alleyway adjacent to where you came out of the ruins but transform into Swampfire to blow up the gas tank. Now that you created a mess and only way to get through now is by trannsforming to Terraspin to get across with the boost. When you do that turn the dial with Armadrillo's arm to lower the gate and quickly to where you'll need Terraspin's boost to get past it before it has a chance to come back up to prevent you from getting over there. After geting through that and take a left into the street then there'll be several R.E.D.'s to deal with. When disposing of them to head down the street swatch out for more of them. Enter through the gate and prepare to go down what looks to be a narrow one and/or two way street. Make your way down only to come across several Forever Knights and R.E.D.'s along with a Forever Knight Sniper. As you make your way through them you'll be seeing a Sumo Slammer Card that looks to be out of reach. If you transform into Swampfire you can blow up the gas to dispose of the Sniper. Once you have dealt with all of them head back to where the Sniper was but to the left, transform into Armadrillo to open up the gas tank. Head across to the other side then use the pipes to get up to where the gas leak is then go to the end turn around then blow it up. If you want to ge the Sumo Slammer Card transform into Terraspin double jump to the right then once you're on that platform double jump again to get over to where the Sumo Slammer Card is. Head back over to set it on fire if you haven't already. When you get in the building get to the next by using Terraspin then to Armadrillo to open the window and then back to Terraspin to boost yourself through the window to the next building. Head through the doorway and down the steps then you'll be back outside in another area. Once you're out there there'll be some R.E.D.'s to deal with but you should be able to get past them without a problem and to the alley to your left where you'll find another save point. Walk to the area and now you have caught up with Captain Nemesis.

Sub Boss: Captain Nemesis

There really isn't much of a strategy to fighting Nemesis. He'll fire lasers at you and will try throwing in some punches in but depending on how upgraded your aliens are you may want to use one like Terraspin or Swampfire to deal with him by throwing in some punches on him as fast as you can inbetween each of his attacks. If you are lucky enough you should be able to take him down of one quater of his health left and by this point he'll try getting some punches in on you if you threw in your punches fast enough to where he couldn't get anything in. All in all it should take two sets of really laying the beatdown on Captain Nemesis and he'll be down for the count and for one of the easiest mid level bosses in the entire game besides Zombozo.

Finding out that Captain Nemesis had the artifact that you needed to complete the device but as it makes it way back down to the ruins. Now we have to make your way through the ruins once again to get the remaining artifact that you need only to find out that Psyphon has managed to grab it. Now it's time to chase him down to get it back. Head on down the corridor and to face off against several R.E.D. and Forever Knights. Once you dealt with them head up to where the gas leaks are then set them on fire via Swampfire's fireballs to extend the bridge across the spikes to about mid-way then use Terraspin to get the rest of the way. Use Armadrillo to open up the gate and once it's fully opened head on down, use Terraspin to get across and then to Swampfire to get up to the next platform. At the end of the corridor use Terraspin to get across to the next two platforms and on the second use Armadrillo to get it to the first stop it makes then to the center to do the same to bring up a door. Enter there by using Terraspin and you'll need to use him to get to where you'll need to use Armadrillo. Before you use Armadrillo transform into Swampfire to set the gas leak on fire to open up a door then trnasform into Armadrillo to get by the door. Walk across to get the platform moving to about halfway then jump to the right to pull a lever to open a door and bck onto the platform to finish the move the rest of the way. When in the next area head through the door then use Armadrillo to drill another part to unlock part of a door. Use Terraspin's boost to get over the lava but time it right to get over there without getting it by any of the bursts.

Head out and you should be back in the rotating area. Rotate it to where the wall hits the next two doors and move the other near the door and head down that way. Use Terraspin to get across the gap then to the bridge then when on the bridge use Terraspin to move it and back to Terraspin to jump over to do the same with the next. Next area use Swampfire to clear the vines off the platform. Double jump onto it and use Armadrillo to move it to where you see the platform move to the corner and wait for it once it comes to a stop to jump onto it. Jump onto it and transform into Swampfire to dispose of the vines on the one after it. Go ahead and Double jump onto it and use Armadrillo to get to the next area. Head through the doors to come across another use for Armadrillo's arm and this one will unlock that big door then once again use Terraspin's boost to get across the lava once again. Now that you're back in the one room again move it until you come to the first opened path and then do the same with the other if you need to then head across. Head up the stairs and corner then you should come across another save point if you wish to save. Head through the corridor and you'll have an encounter with Psyphon but he has placed some bombs. You need to do what you can to get far away from them before they explode. The first one you'll need to transform into Armadrillo to get away from it and when you get to the second one by getting by it via Terraspin. Get up above before it has a chance to detonate. As you get past the second one you'll need to use Terraspin's boost to get away from the third as you get near the fourth. Head to the one on the right of that one then transform to Armadrillo to get away from that one. As you reach the top use Terraspin's boost to get over near the door and when you do head through the door to get out of that place. Once out of there and to the door on the left it'll be time to face Psyphon.

Boss: Psyphon

Battling Psyphon isn't going to be easy with him having around in that vehicle as you'll be dealing with R.E.D.'s as you try to focus on him. When he's near one of the gas leak transform to Swampfire to deliver damage to him but watch out he'll come over by you to try to do some damage back at you using missiles. As the R.E.D.'s will do what they can to distract you from getting any hits on Psyphon so if you need to focus on them go ahead so you can get a clear shot on Psyphon when you can like before. Once you make another hit on him he'll come back near you to try hitting you with missiles again while you have to face some R.E.D.'s. Once he's done with that it'll be one more hit on him. If you manage to get the last hit on him, don't think that this is the end of the fight against him, it's only has just begun with him. Now you have to face him on ground in a one on one fight or should I say one on three fights. While he'll be in a force field while you get attacked by R.E.D.'s but when you get a good shot attack the green gas with Swampfire to help disable the force field. Once that you disable it you will be able to get some hits on him but it's not going to be simple cause he can get the force field back up but if you are able to you should be able to do considerable damage to him before he gets it back up. At this time to repeat fighting the R.E.D.'s and aiming at the gas leak to disable the force field. When you get it down again you should be able to finish him off in this fight. If not you should have to go through that one more time before you can take him down.

Chapter Eight: The Final Battle

Sumo Slammer Cards: 3 - Recommended Aliens: Water Hazard, Spidermonkey, Humongousaur - Optional Alien: Big Chill - Boss: Evil Way Big

Here we are, the final stage and to make your way to take care of the Way Big that has decided to come to Earth. As the stage starts out you'll deal with some R.E.D. Melee and Ranged, and there'll only be about several in total between the two types. After they are dealt with the gate will open as you make your way to the next area but there are some people that are trapped and need to do what you can to free them. Transform into Humongousaur to move the crate over to the scale area to release a button that can only be triggered by Water Hazard's water attack. As you do that the truck will move but flames are still lingering so you need to put out the flames so the people can make their escape then enter the vent as Spidermonkey. Around halfway or so you'll see a section to your left that you can enter to save more people in trouble. Enter and transform into Humongousaur to help these people escape the room. Enter back in the vent and head in the direction you were originally heading then as you come to an end of it there'll be some R.E.D. Elite, Melee, and Ranged to deal with in this area. Once that they're gone you should be able to see a crack in the wall, transform into Humongousaur to break the wall but don't try jumping with him. You'll need to transform into Spidermonkey to grapple on to get to the other side.

As you make your way through there'll be the first challenge of the final stage. If you step on the button on the ground it'll bring over a hook with a grapple but when you step off it'll go away, so need something sturdy to place on it to keep it there. While there is another one and only one crate to put on one of them using Humongousaur but the question is which one? You'll want to put it on the one near the wall then grapple on over to the next area but once there you want to destroy the electrical outlet so that hook can stay in place as you can put the crate on the other one. Make your way back over to put the crate on the other one using Humongousaur then transform into Spidermonkey to make your way back over so you can grapple onto the one that you had just recently put to get to the platform. Once over there you'll need to use Water Hazard and use the water attack on the button as it should open the door then head back over then make your way through. As you make your way through there should be the first save point of the stage. As you get to the end of the hallway there'll be R.E.D. Melee and R.E.D. Elite. Make your way past them and head out the door to the right. When you head outside there should be a vent to the right that you can get into via Spidermonkey. Make your way all the way to the end of it and more people to rescue in this stage. Stand on the button then use Spidermonkey's grapple to get the lift to go up so the people can get out of there safely. Head down via grapple back down to where you came out after fighting the R.E.D.'s and head to the right.

Upon getting to that area Ben will witness what's going on with the Way Big that had made its way to Earth. After seeing that the game will set you in the direction in you need to go and there'll be several R.E.D. Melee to dispose off. Now comes one of the last if not the last puzzle that you have to do in the game. As you try to do what you need you'll be hearing cries for help and it shows a ventilation shaft near them and when it stops you should see a ventilation shaft near you that you can enter using Spidermonkey. When you get at the end of the end of it transform into Humongousaur to break down the door and let the people leave to get to safety as the last one will operate a computer to unlock a door for you. Head back out through the ventilation shaft. As you do head over to the trucks and get on the one that's outside of the garage and transform into Spidermonkey to get on top of it then grapple towards a door and land on a switch/button to open up a door but one problem you need to put something on it. Transform into Humongousaur and move the double crate over on the switch to open up the door then you can proceed in getting in there to save the people allowing them to get to safety. Once that you get in there transform into Water Hazard to put out the whatever fire you can find to put out. The last one to leave will unlock the last lock to open the gate for you so you can proceed to where you have to go. As you make your way through there'll be some R.E.D. Elite and some R.E.D. Melee to deal with before having to go in a ventilation shaft using Spidermonkey. About mid-way through the vent you'll need to rescue some more people before leaving the vent. As you head in transform into Humongousaur to pull on the lever to lift the lift so they can make their escape. Afterwards head back in and head out to where you had come through. At the end of the vent and in the room you enter there'll be several R.E.D. Elite, Ranged and Melee to deal with before proceeding.

Upon leaving the room there'll be one of the last save points that you'll come across in the game. As you make it to the end of the hallway and outside there'll be two crates that you can move using Humongousaur. One will be on a switch on the ground that'll open up a vent and the other to go underneath the newly opened vent. Once you get the one under the vent transform into Spidermonkey to get in the vent and as you make it to the end of the vent drop down to which is on the other side of the gate. Transform into Water Hazard and use the water attack on the button to open the gate then transform into Humongousaur to move the crates to their new sport on each side of the yellow crane like area. Once in place a lever will drop and head over to it to move it using Humongousaur. After it痴 pulled it'll move to the other side so you can move the crates on more ground switches to open a door and the last save point in the game. As you make it towards the end of the hallway the game will take over as a cutscene happens as Ben will try to take on the Way Big as Humongousaur but will be tossed into the water looking like the battle is lost before it can begin. And it is not over just yet. As the parts will come together and attach themselves onto the Ultramatrix allowing Ben access to Way Big now giving you a shot to see about facing off with the Evil Way Big.

Boss: Evil Way Big

Now the Final Battle has now begun. The move that you have to watch out is the laser from the Evil Way Big and one of the best things to do is to get near and throw in some punches but try to be far enough to try to sneak in the laser attack if you manage to pull it off on your opponent. When you have done some damage to the Evil Way Big then it'll be time to make some quick decision on some moves to deliver on the Way Big. Although you won't have multiple choices to go with and there'll only be one choice so be sure to keep an eye on what button to press but make sure that you press it so it makes contact. After two good punches to the Evil Way Big it'll be back to the normal battle and be careful of the new attack he'll put out in a form of a cloud with lightning that'll stay where it's put. Keep your eye focused on what he'll be doing next so you can deal whatever damage you can to him. As you drain him down to one quarter health left it'll be time to make some direct punches again. Once again it'll only be two good punches that'll be delivered along with a few other punches then thrown back in the lake again. Now it is time to go about finishing him off. As you go about delivering punches to him and any lasers that you can sneak in to get him down the rest of the way to defeat him. Once you manage to get the rest of his health down it'll trigger a cutscene between the Evil Way Big and Ben. Be sure to watch the final cutscene and you'll be surprised to find out who it really was.

Alien Upgrades

Swampfire

Specials

Special Upgrade Cost
Fiery Fists
Level 2 5000
Level 3 10000
Flaming Feet
Level 2 5000
Level 3 10000
Fireball
Level 2 5000
Level 3 10000
Overgrowth
Level 2 5000
Level 3 10000

Attributes

Attributes Upgrade Cost
Strength
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Speed
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Defense
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570

Echo Echo

Specials

Special Upgrade Cost
Clone Clobber
Level 2 5000
Level 3 10000
Multipunch
Level 2 5000
Level 3 10000
Clone
Level 2 5000
Level 3 10000
Wall of Sound
Level 2 5000
Level 3 10000

Attributes

Attributes Upgrade Cost
Strength
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Speed
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Defense
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570

Humungousaur

Specials

Special Upgrade Cost
Berserk
Level 2 5000
Level 3 10000
Crusher
Level 2 5000
Level 3 10000
Shoulder Charge
Level 2 5000
Level 3 10000
Earthquake
Level 2 5000
Level 3 10000

Attributes

Attributes Upgrade Cost
Strength
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Speed
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Defense
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570

Spidermonkey

Specials

Special Upgrade Cost
Furry Flurry
Level 2 5000
Level 3 10000
Frenzy
Level 2 5000
Level 3 10000
Spidershot
Level 2 5000
Level 3 10000
Monkeykick
Level 2 5000
Level 3 10000

Attributes

Attributes Upgrade Cost
Strength
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Speed
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Defense
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570

Armodrillo

Specials

Special Upgrade Cost
Sledge Hammer
Level 2 5000
Level 3 10000
Jack Hammer Punch
Level 2 5000
Level 3 10000
Power Drive
Level 2 5000
Level 3 10000
Seismic Drive
Level 2 5000
Level 3 10000

Attributes

Attributes Upgrade Cost
Strength
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Speed
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Defense
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570

Terraspin

Specials

Special Upgrade Cost
Hurricane Burst
Level 2 5000
Level 3 10000
Fan Blade Furry
Level 2 5000
Level 3 10000
Shell Shot
Level 2 5000
Level 3 10000
Vortex Blades
Level 2 5000
Level 3 10000

Attributes

Attributes Upgrade Cost
Strength
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Speed
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Defense
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570

NRG

Specials

Special Upgrade Cost
Energy Leak
Level 2 5000
Level 3 10000
Nuclear Outburst
Level 2 5000
Level 3 10000
Radiation Beam
Level 2 5000
Level 3 10000
Meltdown
Level 2 5000
Level 3 10000

Attributes

Attributes Upgrade Cost
Strength
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Speed
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Defense
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570

AmpFibian

Specials

Special Upgrade Cost
Power Surge
Level 2 5000
Level 3 10000
Shocker
Level 2 5000
Level 3 10000
Lightning Blast
Level 2 5000
Level 3 10000
EMP Blast
Level 2 5000
Level 3 10000

Attributes

Attributes Upgrade Cost
Strength
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Speed
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Defense
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570

Waterhazard

Specials

Special Upgrade Cost
Monsoon
Level 2 5000
Level 3 10000
Water Spout
Level 2 5000
Level 3 10000
Hydro Blast
Level 2 5000
Level 3 10000
Water Whip
Level 2 5000
Level 3 10000

Attributes

Attributes Upgrade Cost
Strength
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Speed
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Defense
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570

Big Chill

Specials

Special Upgrade Cost
Cold Cocked
Level 2 5000
Level 3 10000
Ice Uppercut
Level 2 5000
Level 3 10000
Frost Breath
Level 2 5000
Level 3 10000
Blizzard
Level 2 5000
Level 3 10000

Attributes

Attributes Upgrade Cost
Strength
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Speed
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Defense
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570

Four Arms [PlayStation3 Exclusive]

Specials

Special Upgrade Cost
Concussion Clap
Level 2 5000
Level 3 10000
Mega Uppercut
Level 2 5000
Level 3 10000
Tornado Hook
Level 2 5000
Level 3 10000
Earth Slam
Level 2 5000
Level 3 10000

Attributes

Attributes Upgrade Cost
Strength
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Speed
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Defense
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570

Rath [Xbox360 Exclusive]

Specials

Special Upgrade Cost
Roar
Level 2 5000
Level 3 10000
Rage
Level 2 5000
Level 3 10000
Smack Down
Level 2 5000
Level 3 10000
Power Slam
Level 2 5000
Level 3 10000

Attributes

Attributes Upgrade Cost
Strength
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Speed
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570
Defense
Level 4 100
Level 5 400
Level 6 1220
Level 7 1570

Collectibles, Unlockables, Cheats, & Misc.

Collectibles

Sumo Slammer Cards
Chapter One: Catacombs
SSC Where Found
Sumo Slammer Card #1 At first noticeable crack in wall that can be smashed via Humongousaur
Sumo Slammer Card #2 Retracting spikes and robot fight
Sumo Slammer Card #3 Not long after first Spartan enemy and fighting a few of them. Should be near puzzle area before you have to do anything make a turn 180 degrees to find glowing yellow object
Chapter Two: Eiffel Tower
SSC Where Found
Sumo Slammer Card #1 At beginning of level behind you
Sumo Slammer Card #2 Not far after defeating a Havocbeast. Should be in next area by heading to your left before dropping the crate to make the bridge at the bottom to find the card.
Sumo Slammer Card #3 In the burning house. After making bridge to the next house, the card should be in the corner in the first room of the next house
Chapter Three: Devil's Tower
SSC Where Found
Sumo Slammer Card #1 At point where you find two grapple points. Head towards right to land by two barrels and it shouldn't be too far off.
Sumo Slammer Card #2 Second one is where you have to go up construction type stairs, do not head up the stairs. Go around back of them and there should be a breakable wall and card is in there.
Sumo Slammer Card #3 Thrid is found in the construction area before a save point go around the stairs follow the path utnil you come to some boards. Break them and claim the card.
Chapter Four: Great Wall of China
SSC Where Found
Sumo Slammer Card #1 First air vent with Big Chill, it can be tricky to get at the very top of the vent.
Sumo Slammer Card #2 After opening vent with AmpFibian there is one on platform after getting to top.
Sumo Slammer Card #3 Last one is when using Big Chill to get up on rock prior to using Swampfire to burn vines to get to the consecutive air vents.
Chapter Five: Tokyo Nights
SSC Where Found
Sumo Slammer Card #1 Should be on a yellow construction type tower on a lower level.
Sumo Slammer Card #2 When Kevin mentions about perfume and when arriving to gap, you should be able to move the camera to see the card. You can use the beams to the bottom one and shimmy to it.
Sumo Slammer Card #3 In parking lot where you have to move crates. Drop down and head toward the cars that are on same ramp and should be near them.
Chapter Six: Amazon
SSC Where Found
Sumo Slammer Card #1 After dealing with two R.E.D. Ranged head through the door to room with fire coming out of wall, head to the stairs heading down. Head out the door and to left.
Sumo Slammer Card #2 At bridge that is lowered by using AmpFibian.
Sumo Slammer Card #3 After getting the nuclear launch cancelled there should be lasers to the left of the last power supply. Head there using Big Chill to each air vent to get the card.
Chapter Seven: Colosseum
SSC Where Found
Sumo Slammer Card #1 In room where you fight a R.E.D. Elite prior to raising a set of stairs.
Sumo Slammer Card #2 On ledge of a bulding after using Armadrillo.
Sumo Slammer Card #3 Area after using Swampfire to burn vine of the drill point use Armadrillo to drill your way to the moving platform that comes to the corner. Jump on it when it comes near then onto the next drill point to move it to the platform to jump on and in the only room to your right there should be a crack in the wall that can be broken via Humongousaur.
Chapter Eight: Final Battle
SSC Where Found
Sumo Slammer Card #1 Found after breaking wall with graffiti on it. Make the grapple over the flames to capture the card.
Sumo Slammer Card #2 In area where you save some people using Spidermonkey. Should be to the right on other side of crates.
Sumo Slammer Card #3 After placing the crates from the crane like structure to near the end of the level. Once door is open head in and to the right transform into NRG to melt open a safe to claim the card.

Passwords

Pause the game and choose the Cheats option. Please note that entering any of the following cheats will disable you from earning any of the forty-six trophies in this game.

Effect Password
Million DNA Cash cash
AI 2x Damage; Player 1/2 Damage hard
Energy Regeneration energy
Health Regeneration health
Unlock All Levels levels
Unlock Four Arms [PS3] classic
Unlock Rath [360] primus
Upgrade All Aliens upgrade

Unlockables

Unlockables
Four Arms Complete the Game

Credits / Legal Notice

Allowed Sites Banned Sites
GameFAQs: www.gamefaqs.com CheatCC: www.cheatcc.com
Neoseeker: www.neoseeker.com Cheats Guru: www.cheatsguru.com
Cheat Codes: www.cheatcodes.com

This document is copyrighted ゥ2013 Stephen "Warhawk" Harris. Any site wishing to host this walkthrough will have to e-mail me in advance to ask permission. If you post it and then e-mail me about it, I will have to ask you to remove it from the site. Plus please don't try anything stupid with this guide because if any author finds out about someone doing something with their work it is considered "copyright infringement" and is HIGHLY ILLEGAL. So, if you want to host it please come to me first and asks politely, then I'll think it over.

(0.0407/d/www1)