Manx’s Superhero League of Hoboken Walkthrough, v. 1.3 Revision History- 1.3 – Added to the General Advice section. General revising and editing for walkthrough and party member descriptions. Table of Contents 1. Basic Knowledge 2. Walkthrough 3. Hero List 4. Armaments List 5. Legal stuff 1. Basic Knowledge- Story- The future sucks. The polar ice caps have melted, radioactivity is everywhere, and there’s no place to get a good gyro. From this godforsaken landscape have arisen horrible mutations with heinous superhuman powers that menace what remains of the human race. Fortunately they have also produced many superheroes, men and women of great character and power who use their gifts to fight off the evils of the wastelands. They have banded together to guide mankind through these dark times and make sure heroes can always get a date on Saturday night. They stand as a shining example to all people. But not your team, because they’re the Superhero League of Hoboken, who had their reputation run into the ground by their previous leader. But with hard work, determination, and this walkthrough, you might just be able to guide your ragtag band of misfits back to greatness. General Advice- Save your game each time you start a new set of missions, and use a separate save file in case you get stuck or need to start over. MONEY, ITEMS AND EXPERIENCE POINTS ARE FINITE RESOURCES. In most RPGs you can fight as many random battles as you want and always be guaranteed more, and buy as many of any item as you can afford knowing there’s always more. In this one, after a certain number of random battles in a particular sector of the map screen you’ll have gotten rid of all the baddies and won’t have any more random battles there. Also there’s only one of each isotope, food item, weapon and piece of armor in this game. What this means is the game doesn’t reward experimenting. Decide early on who to put in your party and keep them there, and be picky about the items and services you buy, and how you dole out power-ups. You heal by using the “rest” command. You can do this a number of times equal to the number of members your current party is allowed, and it’s refilled by going back to headquarters. After using the “rest” command you have to wait until after you’ve had at least one combat to use it again, though. You get an experience point reward for visiting every square in a given map screen. It gets bigger with each screen you completely fill in. Whenever a character passes a million experience points they get an award called a Mil Marker that protects them from the first hit they take in each subsequent battle. Every part of the game consists of five missions. One of them will always be stopping your archenemy, Dr. Entropy. The other ones will always give you some item you need to get to him, but it’s not always automatic. Check the screen to see if there’s a new item sitting around after completing an objective. You can usually afford to sell off your crummy old weapons for a little quick cash, but hang onto all your old armor. Since any hero can use any weapon and armor, a fully-equipped hero has ten pieces of armor, and none join the team with more than one or two articles of armor of their own, it’s good to share around stuff your other team members may have no need of anymore. It all adds up. Don’t buy isotopes that give you Really Good at Treading Water. Between the isotope you have in the storage closet at the beginning of the game and Treader Man’s power, you’ll be fine until you’re able to buy an item that will make it so you don’t need anyone who’s good at treading water. Radiation Immunization Locations- Sometimes while exploring you’ll encounter someone who promises to make you immune to radiation for a small consideration. Each is only good for one hero, so make sure you give it to somebody you’re going to keep. Below are the places I’ve found where you can have this done: 4C, 12,7 3D, 15,12 2D, 3,10 1B, 2,10 Philadelphia, 2,9 Philadelphia sewers, 4,5 Poughkeepsie, 9,9 New York uptown, 14, 11 New York uptown sewers, 12,9 Atlantic City, 6,8 Misc. Items- Food: Along the way you’ll be able to buy or get from enemies vegetable, beef and fish items. Eating vegetables gives a character more HP, fish improves Brains (attack powers do more damage), and beef is good for more Brawn (regular attacks do more damage). Isotopes: Drinking isotopes makes the drinker develop secondary super powers, or improve ones they have already, depending on the color of the isotope. The percentage you have of a secondary power (max 100) determines how effective it is. Blue increases Treading Water, which you need to have at a certain level to get around flooded territory. Black increases Put Animals to Sleep, which is effective against most non-humanoid organic enemies. Yellow increases Raise Foe’s Cholesterol, which works well against humanoid organic enemies. Green increases Cause Root Rot, which is effective on plant-type enemies, who are really rare, but also some of the nastiest monsters in the game. Red increases Induce Rust, which works really well on robots. The descriptions of the isotopes in stores don’t say “red” or “black,” they get cutesy and say “ebon” or “brick” or “jonquil.” Use the “look” button to get specific info when you shop. Power Pills: You need these to give your party enough energy to walk around hilly terrain, one per hero in your group. They only last for a while (if you stop to rest they’ll wear off), but unless you make a point to waste them you should be able to get enough from fights and pawnbrokers. 2. Walkthrough- First Mission You begin in the main room of Superhero League of Hoboken Headquarters. Go upstairs and turn on Matilda to get your first set of missions. Let’s see, chili peppers are threatening the water table, a religious cult’s computer is broken, a flock of rabid sheep is threatening a nearby village, there’s a deadly limburger bomb threat, and Dr. Entropy has created a machine that will reverse all sign arrows. Sounds like a job for the Superhero League of Hoboken! Go back down, and go forward to enter the lunchroom. This is where you go to add or remove superheroes from your away team. Every time you finish a set of missions you’ll get another slot in your party, up to nine. But right now you can only have three others, so make them Iron Tummy, Robomop and Mademoiselle Pepperoni. Once you’ve done that, open the storage cabinet and take everything out of it except the oil-eating microbes. Never found a use for them except for a little bit of quick cash. Have somebody drink the blue isotope you find. Somebody you plan on keeping for a while. The Crimson Tape works fine. Go one space north of the headquarters and you’ll fight two Terrible Twos and a Lawyer. The Lawyer is a bit tougher than the Twos, but this is still a pretty easy fight. You could go to 14,11 and take the ferry to get to the other side of the water, but you can actually walk to the northeast and go around it. You’ll have to make some diagonal movements, but you’re never exactly rolling in money in this game, so why throw it away when you don’t have to? Beware that there’s as there’s an encampment of four Suggesters that way, and they can be tough right at the start of the game. Go to 2C after going around the water, however you do it, and go to coordinates 6,8 to find the Newark inner city area. Enter it. Go to coordinates 10,2 and enter the building where the evil chili peppers are hidden. Use Iron Tummy’s power to get rid of them, and pick up the rag on the floor. You don’t need Iron Tummy anymore, so you might consider giving his spot to a hero with an attack power. I usually go back and switch in Tropical Oil Man at this point. Go to 2D, and go to coordinates 8,8. Go to the pawnbroker’s tent and buy the cheese-eating microbes and can of sheep spray. Go to 12,8 in sector 2C (it’s just southwest of the entrance to headquarters, so you can stop to replenish supplies and rest on the way) to enter the Jersey City market. Open the trunk of the car and pour the cheese-eating microbes on the bomb inside. Use the rag on the transmission fluid. Then go to 7,11 and enter East Orange. Use the sheep spray on the flock of sheep to get rid of them, and then use the rag on the sheep drool. Go to 2D, 7,10 and enter the church. Smash the flower pot, but resist the urge to take the magnet yet or you’ll be kicked out of the church before you have everything you need. Instead, take the plant off the floor and use the rag on the pile of dirt. Now take the magnet. Go to 4,12 and enter the building. Use the rag on the far wall. All the grunge you’ve put on it will melt through the wall and enable you to enter Dr. Entropy’s hideout, so go through the door. When Dr. Entropy finishes his evil monologue use Robomop’s power to clean the trash off the floor, revealing the power cord of Entropy’s machine. Unplug it. Entropy will get away. Before you leave take the horn off the phonograph and the 100-watt light bulb next to it. Go back to headquarters, where the league will receive a promotion. Second Mission Go upstairs and get your next list of tasks. Seems contact has been lost with the Superhero League of Scranton, the Piscataway Warlord is becoming dangerous, the only man who knows the formula for silly putty is on his deathbed, Dr. Entropy is working on a superior species of pigeon, and you need guacamole for the League party. Go to the lunchroom and add Treader Man to your team. Open the storage cabinet and take the gray tube pass. Go downstairs to the museum, and look at the statue of Frank Sinatra. Open the compartment in the back and take the tape inside. Leave the building. Go to sector 1C, coordinates 4,5 and enter the factory (Incidentally, watch out for coordinates 10,4-12,4 until you get a lot tougher, there’s an encampment of Steroid Men there). Take the frosted panel off the wall and the 98 watt light bulb. Put your 100 watt light bulb into the socket. Take the avocado and guacamole that appear, then leave. Go back to sector 2C and enter the Newark inner city. Go to 9,10 and enter the subway. Take the plastic tubing and enter the gray train. Take the ray gun from the floor and go up to reach the surface. You are now in Scranton, so go over to 6,5 and enter the local Superhero League’s headquarters. Use the bowdlerizing ray on the issues of Playboy (Mademoiselle Pepperoni has to be in your group). The hot spot’s in the middle of the crate. Go to 11,8, enter the subway and take the gray train back to Newark, then leave the inner city. Go to 7,6 and enter the control tower. Open the locker and take the pappy outfit. You can try to go upstairs, but Dr. Entropy’s henchman, Collector, will keep you from getting up there for now. Instead, leave the control tower and go to sector 2D, coordinates 13,6. Enter the shaman’s tent. Put on the pappy outfit and talk to the old man, selecting, “What’s the matter? Don’t you recognize yer own pappy?” Take off the pappy outfit and talk to the old man again, selecting, “Um, didn’t your pappy mention I might be by to chat with you?” Take the plastic egg off the floor. Go to sector 1B, 13,9. This is the Piscataway Warlord’s mansion. Enter his room by going north. Take the bust of Pat Buchanan off the shelf above the door and put the magnet there instead. Wait until you’re escorted out of the room. Take the paperweight off the floor. Go to 12,7 and buy the wire cutters and 50y transmitter from the pawnbroker. Open the transmitter and put the Sinatra tape inside, then close it. Go back to 2C, 7,6 and enter the control tower. Try to go upstairs, and give Collector the plastic egg, the lump of coal, the paperweight, and the avocado and he’ll leave. Go upstairs and come face to face with Dr. Entropy. Turn on the transmitter to defeat his nefarious scheme, but he’ll get away again. Go back to base to receive another promotion. Third Mission Wait once and Oxide Man will show up and join the team. Go to the lunchroom and add him to your party, then go upstairs and get your new set of objectives. A historical relic is missing, the priests of the Piscataway church are corrupt, Mineola is threatened by radiation, a cat is trapped under the liberty bell and Dr. Entropy is cross-breeding rats with race horses. Oh no! Go down, open the storage cabinet and take the museum key, then leave. Go to sector 2D, 9,9 and enter the Patterson Warlord’s mansion. Take the plastic case on the table, the fur coat, and the coat rack it was on. Go to sector 1C, 9,12 and enter the Washington museum. Put the coat rack on the unfaded spot, and while you’re here take the wig, false teeth and uniform in case you need to trick somebody into thinking you’re George Washington (hey, it’s that kind of game). You’ll pick up a turnstile token on the way out. Go to 5,8 and enter Bernardsville, then pick up the construction site placard (it’s on the right side of the screen). Then go to 1B, 11,7 and enter the Piscataway temple. Enter the sanctuary by going left and hide under the altar. Wait until you see the priest step on a knot underneath the altar, then look at the knot and pull up the loose board you find. Use the wire cutters on the wire you find, and then wait until all the noise dies down, then get out and leave the church. You’ll get another turnstile token. Go to 2C and enter the control tower. Go upstairs and ride the helicopter to 3C. Go to 3D (north) and take the ferry at 14,2 then go to 6,9 and enter the market. Enter the pawnbroker’s and buy the lead long johns, purple tube pass and orienteering guide, which lets you enter forest terrain. Before you leave go to the shaman and give him the plastic case to get a tube of nitrous oxide and a cash reward. Leave and go back to 9,5 to take the ferry, then go to 4C, 1,9 and enter Mineola. The long johns will automatically be handed out and you’ll have completed another task (and gotten another token). For your next objective you need a red tube pass, and the only way to get it is as a dropped item after a fight. If you already have one, great, skip to the next paragraph. If you don’t, you’ll want to go back to any sectors you haven’t cleared out yet and fight bad guys until you do. It’s annoying, but it’s the only way. Go to Newark and enter the subway at 9,10. Go downstairs and take the red train, then go up twice and you’re in Philadelphia. Go to 10,6 to the Liberty Bell. Put your plastic tubing on your tube of nitro and then put the plastic tubing through the crack in the bell and shake the tube of nitro. Then raise the bell. If you don’t have enough brawn to do it, that’s okay, head over to 14,8 to find a health club. You’ll have to fight a couple of baddies to get to it but it can give you a temporary brawn boost. You might need to level up a few characters to get enough of a brawn total (a majority of sixth-class characters seems to be the bare minimum). However you do it once the bell is raised you’ll sit through a comedy act. Pick up the whistle, go to 5,8 and enter the subway, go down twice to take the red train back to Newark and then leave Newark. Go to the control tower and ride the helicopter again. Go to 13,7 and enter Belmont Park (using your turnstile tokens on the way). After Dr. Entropy’s speech, put the construction site placard on the steel framework behind him. This will scare the horses away. He’ll get away again, but before you leave take the green tube pass off the ground. Take the helicopter back to 2C and return to base. You’ll get another promotion. Fourth mission Go upstairs and get your next set of tasks. Hmm, seems the Superhero League of Flushing has a bit of a mouse problem, the Yale/Princeton feud is about to turn bloody, there’s a historical artifact in the Philadelphia sewers, a strange gang holed up in Times Square might cause trouble if their New Years festivities fail, and Dr. Entropy has brought George Steinbrenner back to life! Truly, these are the times when we need heroes the most. You can now put Princess Glovebox in your party, but she’s really not that tough and you won’t need her power for a fairly long time. I recommend putting someone with a useful attack power, like Captain Excitement, into the new slot in your team instead. Go to the control tower and ride the helicopter. Go to 7,10 and enter the headquarters of the Superhero League of Flushing. Blow the whistle and the tiger will kill all the giant mice. Take the giant mouse corpse, and take the ecru bedistor underneath it. Leave and take the helicopter back, then go to 2B (you’ll have to go south into 1A and around some water in the southeast part of 1B). Go to 2,5 and take the ferry, then go to 8, 10 and enter the market. Buy the orange tube pass and the rubber dinghy from the pawnbroker. Now you can go across all watery areas. Go to 4D, 8,4 and get a bird call to deliver to an area near Princeton. Go to 3C, then enter the New York downtown area at 1,10. Go to 7,3 and enter the Empire State Building, then go downstairs and take the green train. Go to 8,3 and overhear some of the Yale clan planning to meet elsewhere. Go to 2,9 and enter the museum. Go right and take the termite hatchery and washer. Go back and put the washer on the right spot then get on the left spot. Wait until you overhear their plans to attack Princeton. Go outside and back to 9,7 to enter the subway. Take the green train and leave the Empire State Building then the downtown area. Go to sector 1A, 1,9 to enter the Princeton library. Talk to the coach and select, “Coach! We’ve got some important information about that!” Take the maroon bedistor and leave. While you’re here, go to 1,10 and enter the market, and buy the termite eggs from the pawnbroker. Also while you’re here, go to 2,4 to drop off the bird call and get an experience bonus. Go to 3D and go to 3,2 to enter Yankee Stadium. You can’t stop Dr. Entropy yet, so just pour your aluminum-eating microbes on the box and take the ball inside. Now go to 3C and enter the New York downtown area at 1,10. Go to 3,9 to enter Times Square. Give the ball to Dick Clark, and pick up the ochre bedistor. Leave the downtown area. Go to Newark and enter the subway. Take the red train to Philadelphia. You can do this next thing before or after dealing with the situation in the sewers, but during this mission you need to go to 6,5 to Ben Franklin’s house and defeat the enemies there to save King Midas, who’ll become a new hero you can use when you get back to base. Go to 7,1 and enter the sewers. In the bottom right corner you’ll face three enemy encampments one after another if you walk forward, the first with one lava lamprey, then two, then four, although you’ll be able to stop and rest between them. If you have any heroes who have Put Animals to Sleep, make liberal use of it. After defeating them all you receive the artifact and a mauve bedistor. Leave the sewers. Go to 3D, 5,10 and enter the subway. Take the purple train. You’ll end up in Poughkeepsie. Go to 12,2 and break into the office building to get a computer printout and a metal rod. Go back to the subway and take the purple train back. Go to 3C, 1,11 and enter the downtown area. Go to 15,5 and enter a room with suspended animation tubes. Put the metal rod in the 4th hole in bottom of the 4th tube, which is actually the third from the left. Take the frozen body inside and go to 3D, 3,2 and enter the stadium. Open the booth and put the frozen body inside, then close it and put the four bedistors in the proper sockets. Then push the blue button and open the booth. George will no longer pose a threat to humanity, and you’ll have captured Dr. Entropy (until the next mission starts anyway). Return to base to get another promotion. Fifth mission Go upstairs and get your new set of tasks. Seems the Poughkeepsie warlord has declared war on Afghanistan, the Huntington warlord is hoarding a video tape from before the collapse of society, the shaman of Freehold has raised his prices and destabilized the entire local economy, two tribes in New York are involved in a turf war, and Dr. Entropy has nearly created a tree that will drop its leaves AFTER the yard has been raked. The fiend! Go to the lunchroom and add King Midas. Okay, the truth is you can do everything you need him to do before you even leave the base. Have him use his power on two useless objects like loose board, the bust of Buchanan, the uprooted plant, the pappy outfit, etc. The game will stop you if you try it on an item that’s still useful. You’ll get a car muffler and a scarf and that’s all you need him for, though confidentially you should have him use his power on a couple other items to get a very useful one. I recommend giving his spot to another hero, one who’s more help in a fight. Whatever your choice, go to 3D, 5,10 and enter the subway. Take the purple train to Poughkeepsie. Go to 16,7 and enter the Warlord’s mansion. Put on the wig, teeth and uniform you got from the Washington museum and go north. Talk to the Warlord and tell him what a bad idea it would be to invade Afghanistan. As you leave you’ll get a casino chip. Take the purple train back. Go to 4D, 12,6 to enter the Warlord of Huntington’s mansion. Look at the wobbly table in the back and take the video tape you now see. Go to 1A, 1,9 and give the video tape to the Princeton librarian. You get another casino chip and you’ve completed another task. Go to 2A, 2,4 and enter Freehold. DO NOT BUY ANYTHING until after you complete this task. Go to the shaman’s tent and say, “Don’t you realize the importance of affordable health care?” He’ll protest that the hardware dealer’s prices are too high. Go talk to the hardware vendor and say, “We heard from the shaman that you’re charging way too much…,” and he’ll complain that the guy who runs the hostel charges too much. Go and talk to the hostel owner and say, “The hardware merchant claims that you’ve recently…” and after some beating around the bush he’ll complain that the brothel charges too much. Go there and talk to the madam, say, “Why are your rates so high,…” and she’ll direct you back to the shaman. Talk to him again and say, “Your high prices…” He’ll agree to lower the prices if the brothel has an Ecuadorian woman. Go back to the brothel and ask the madam about that. She has an Ecuadorian, but she’s leaving the area soon because she gets too cold. Give your scarf and fur coat to the madam and she’ll give you a rate sheet. Give it to the owner of the hostel, who’ll also give you a rate sheet. Give it to the hardware vendor, who will give you yet another rate sheet. Give it to the shaman. You’ll get another casino chip. Buy stuff now if you want. Go to 3C, 1,10 and enter the New York area. Enter the Empire State Building (7,3), go downstairs and take the green train to New Haven. Go to 7,12 (you’ll need to use some power pills) and enter the wise man’s cave. Take the sheet music and practice it to be transported to Carnegie Hall. Sit at the grand piano and play it to make a sand bag fall. Open it and take the two totems inside, then get up (the “upstairs” arrow) and enter the beam of light to be transported back to the cave. Take the green train back to New York. Go to 5,12 and enter Radio City Music Hall. Give the Rah Kett totem to the leader, then leave. Go to 16,9 and enter the UN building. Given the Yu Wen totem to the leader, and you’ll get another chip and have completed another task. Go to Newark and take the red train, then go upstairs and take the orange train. Go upstairs to enter Atlantic City. Go to 4,4 and enter Trump Casino. Put your four casino chips in the slot machine’s slot and a door will be revealed. Enter it (go upstairs) to encounter Dr. Entropy again. After his speech, open the termite hatchery and put the termite eggs in it, then close the hatchery. Turn it on, then open it. Dr. Entropy’s tree will be destroyed and you’ll turn him over to the police. Leave, take the orange train back, then go downstairs and take the red train, then leave Newark and go back to base for another promotion. Sixth mission Go upstairs and get your new tasks. There’s a problem with maps at the hostel in Staten Island, a cult in Harrisburg is embarking on a plan to end the world, there are alligators in the New York Sewers, a miracle has gotten out of hand at a Scranton church, and Dr. Entropy is working on a machine that will emit an insidious gas. Got your work cut out for you. Go downstairs and witness the arrival of the Mighty Magnitude, then go to the lunchroom and add him to your party. Also put in Princess Glovebox for your first objective. Go to 2B, 8,10 and enter the village. Go to the hostel and have Princess Glovebox use her power to clean up the mess. Take the can of Bud that’s revealed, and before you leave buy the silver tube pass from the pawnbroker. If you’ve haven’t kept Princess Glovebox in your team the whole time and built her up, go back and switch her out now. Go to Newark and take the red train to Philadelphia. Enter the sewers at 7,1 and go to the subway station at 7,7. Take the gum on the ground, then go downstairs and take the silver train. Go upstairs, and when you take a step in any direction you’ll run into an encampment of twenty enemies. This is a very long, very tough fight, so make use of your character’s powers at every opportunity. There’s five McMutants, five Espevangelists, four Mickey Monsters, three Cruise Mistletoes, two Armageddon Armadillos and an Unrepeatable Bug which I highly recommend you finish off before it gets to the front of the group before it can mess you up. Put Animals to Sleep works pretty well on it. After you win you’ll get a paper clip. Go to 9,4 and enter the village, then enter the hostel and take the master tube pass from the lost and found on the desk. Go to 15, 2 and enter Three Mile Island. Open the box in front and put the paper clip on the electrodes, then pull the orange lever. Something will blow and a hole will appear on the console, so put the gum over it and pull the lever again. The cultists will leave. Take the uranium pellet from the melted console on the other side of the room and leave too. Go back to the subway and take the silver train back. Go upstairs twice and leave the sewers. Go to the subway and take the orange train to Atlantic City. Go to 15,9 and investigate the excavation. You’ll get a bunch of National Enquirers. Go back and take the orange train, then go down and take the red train. Go upstairs and take the gray train to Scranton. Go to 4,11 and enter the village. Put the National Enquirers in the basket in front of you then wait until they’re all gone. You’ll automatically pick up some mushroom soup. Another task down. Go to 3C, 1,11. Go to 12,7 and enter the sewers. The enemies down here are very tough, so you’ll probably want to clean them out before you go alligator hunting. Be prepared to make a few trips back to base before you’re done here in any case. Alligators are located at 5,10; 8,3; 9,5; 13,3; and 14,10. No matter which order you tackle them, you’ll fight one at the first one, two at the second one, and so on. After beating them all one hero will pick up some gator guano for some reason. Leave the sewers and go to 2C. Enter the Statue of Liberty, it’s just south of the headquarters entrance. Once inside try to go upstairs and a huge Boba Fett robot will get in your way. If you talk to him you might get the idea he’s thirsty. Open the can of Bud and stick the horn from the gramophone in it. Stick the uranium pellet, mushroom soup, and alligator guano into the can, then give it to the robot and he’ll short out and get out of your way. Climb the stairs and Dr. Entropy jumps out the window. Go back to base to receive your congratulations. Final Mission There’s just one task this time: Dr. Entropy’s holed up in the Empire State Building and is planning his most diabolical scheme ever! Now’s the time to make your team as combat-prepped as possible. The two new heroes are obscenely powerful combatants so make room for them right way and get rid of anybody who isn’t as much help in a fight. Toastbuster’s power also finally lets you disarm dangerous pizzas, meaning knowing whether they’re dangerous doesn’t matter anymore, so swap out Mademoiselle Pepperoni if you’ve been putting up with her for the sake of her power. And whatever you do make sure Mighty Magnitude is in your team before you leave because you finally need his superpower. Go to the Newark inner city and take the gray train. Go upstairs, to coordinates 15,9, to a crashed banana truck. Have Mighty Magnitude use his Superpower of Ten three times and then pick up the smaller load of bananas. Go back to the subway, then go downstairs and take the gold train. Go upstairs to the Buffalo-Niagra area. You’ll be having the toughest fights in the game here, as indicated by the Dangermeter exploding. Good thing you did like I said and put together a really tough party, right? Go to 4,9 and enter the market. Buy “l’isotope blanc” from the pawnbroker and use it on any hero to develop a power called Beaver Jaw. The function of this power should be obvious. The “isotope d’argent” gives Power to Confuse at 95% and is also a great buy. Go to 12,1, the rest stop, and use Beaver Jaw on the tree by the river. You can also buy food from the vending machine if you want to. After the tree falls have Mighty Magnitude use the Superpower of Ten which will enlarge the tree and dam the river. Go to 3,11 and approach the observation platform. You’ll get a barrel. Cross the dry riverbed, onto the island to the west. The tree will wash away. Go west to the highway and the two armies will ask for your help in getting off the island, which you’ll supply with your dinghy. After they leave you’ll get a plowshare and pruning hook. Go to 7,6 and enter the farm. Give the barrel, plowshare and pruning hook to Farmer Ben to get his elevator key. Go back to the subway and take the gold train back to Scranton, then take the gray train back to Newark. Go to 3C, 1,10 and enter the New York downtown area. Once you get one space away from the Empire State Building in any direction you’ll by attacked by three waves of enemies, giving you no time to rest in between battles, although Mil Markers are reset between each wave. Thank you, Legend, for small favors. The first wave consists of Terrible Two, Supermom, Chicken from Hell, McMutant, Junk Bond Amoeba, Espevangelist, Linebacker, Bag Lady, Lab Rat from Hell, Aerobot, Cruise Mistletoe, Armageddon Armadillo, Samurai Welder and Unrepeatable Bug. The second wave consists of Alligator from Hell, Monster Tree, Lava Lamprey, All Mine Mine, King Kong Salmon, Mickey Monster, Mega Processor, One-Armed Bandit, Ant from Hell, Albino Wino, Glowing Beaneater, Tupper, and Transistor Jowl. The third and thankfully final wave consists of Screaming Meemie, Lawyer, Bureau-crat, Marketoon, Suggestor, Cy Young Cyborg, Dandelion from Hell, Thrasher Thresher, Albino Rhino, Cy Young Cyclops, Steroid Man, Cy Young Cyclotron, Albino Dino, and Ragweed. Once you defeat all the guards, enter the building. Push the elevator call button and enter the elevator. Because of your key you can reach the top floor where Dr. Entropy is hiding. He shows you his evil device, a movie projector that makes whatever movie it shows come to life, and King Kong appears outside the window and grabs the doc. Have the Mighty Magnitude use the Superpower of Ten three times to restore the load of bananas to its original size to distract Kong. Now you can turn off the projector, which isn’t good news for Dr. Entropy. That fall couldn’t have been pleasant, and fifteen tons of bananas falling on him from the top of the Empire State Building…ouch. Congratulations! You used my walkthrough to beat the game! 3. Hero List- The Crimson Tape Starting stats: Superhero tenth class Brawn 14 Brain 30 Tough 5 HP 21 Primary superpower: Create organizational charts Equipment: Two by four, Ace bandage Thoughts: You are the mighty leader of the League, with the awesome power to choose away teams, equip your teammates, dole out power-ups and do all the thinking for this misbegotten excuse for a superhero team! Since this is your character, he has to be in the party at all times. Giving him isotopes for some extra powers is highly recommended. The Iron Tummy Starting stats: Superhero tenth class Brawn 26 Brain 6 Tough 5 HP 28 Primary superpower: Eat spicy food without distress Equipment: Rusty nail, pea shooter, aerobic shoes Thoughts: His power’s necessary to solve one of the first puzzles, but after that you’ll never need it again. I tend to give his slot to Tropical Oil Man to have someone with an attack power. Nonetheless he’s fairly tough and you might consider giving him a front spot in the team. Robomop Starting stats: Superhero tenth class Brawn 25 Brain 4 Tough 8 HP 33 Primary superpower: Clean almost any mess Equipment: Pointy stick, rubber gloves Thoughts: Robomop is a pretty tough character for early in the game and usually takes up one of the front spots in my team. His power also allows him to clean off dirty pizza boxes so Mademoiselle Pepperoni can use her power on them, so he’s worth keeping around. Mademoiselle Pepperoni. Starting stats: Superhero tenth class Brawn 9 Brain 25 Tough 4 HP 18 Primary superpower: See inside pizza boxes Equipment: Mace, Gore-tex hot pants, padded belt, oven mitts Thoughts: You know how in some old RPG’s defeated enemies leave chests that hold extra goodies, but might be trapped? Well in this game they leave pizzas with extra goodies that might be trapped. Without her around, you’ll have no idea which are which. She’s not a great fighter, but since money’s a finite resource, odds are soon you’ll be glad for any chance to get more that comes along. Usually worth keeping around until the final mission, and possibly giving some attack powers to give her something to do in fights. Tropical Oil Man Starting stats: Superhero tenth class Brawn 3 Brain 11 Tough 1 HP 13 Primary superpower: Increase Foe’s Cholesterol Equipment: Spitball shooter, sunglasses Thoughts: Tropical Oil Man is one of only two characters who start the game with an attack power. I usually give him a spot in the team once I don’t need Iron Tummy anymore. Captain Excitement Starting stats: Superhero tenth class Brawn 2 Brain 13 Tough 3 HP 14 Primary superpower: Put Animals to Sleep Equipment: Paddleball set, Nerf earmuffs Thoughts: As with Tropical Oil Man, one of the only characters to start the game with an attack power. Worth considering for a space as you get deeper into the game and are allowed more heroes in your active team, especially if you’re being cheap and spending money on stuff besides isotopes. Treader Man Starting stats: Superhero ninth class Brawn 24 Brain 16 Tough 4 HP 35 Primary superpower: Really good at treading water Equipment: Pitchfork, sawed-off shotgun, plastic goggles, rubber cape Joins: For the second set of missions. Thoughts: Unless you’re planning to waste a lot of money on blue isotopes, you’ll need Treader Man around for a large part of the game to take advantage of the mobility he provides to enter flooded terrain. With how cheap this game is with experience points, I always keep him around just because of how many levels he’ll have built up by the time you don’t need his power to get around anymore. Oxide Man Starting stats: Superhero eighth class Brawn 4 Brain 20 Tough 2 HP 27 Primary superpower: Induce rust Equipment: Arsenic-tipped deer antlers, Saturday night special, steel-lined boots, iron jockstrap Joins: For the third set of missions. Thoughts: As a fighter he’s nothing to write home about, but Oxide Man has a power it’s hard to find a good isotope for, and he MURDERS robots with it. Since they tend to show up in groups, he’s definitely worth a slot in the party. I always thought he was the odd man out of the other characters for having a power that didn’t sound weird or goofy. Princess Glovebox Starting stats: Superhero seventh class Brawn 15 Brain 33 Tough 2 HP 42 Primary superpower: Refold road maps Equipment: Neutron sword, diamond chastity belt, suede stealth sandals Joins: For the fourth set of missions. Thoughts: Like Iron Tummy, Princess Glovebox has a power that’s useful for solving one puzzle in the whole game. Strategically you’ll probably have better options, though. King Midas Starting stats: Superhero seventh class Brawn 15 Brain 28 Tough 4 HP 49 Primary superpower: The Midas Touch (turn anything into a muffler) Equipment: Deflector crown, scepter-style flamethrower Joins: When rescued from Ben Franklin’s house in the fourth set of missions. Thoughts: King Midas is pretty much useless compared to the characters you’ll have by the time he becomes available. You’ll need his power to get a couple useful items, but that’s it. Mighty Magnitude Starting stats: Superhero fourth class Brawn 45 Brain 90 Tough 8 HP 121 Primary superpower: Superpower of Ten Secondary superpowers: Cause Root Rot 33% Equipment: High-powered laser, moby chainsaw, deflector horn rims, pocket protector Joins: For the sixth set of missions. Thoughts: Mighty Magnitude is a pretty tough customer, and his power is necessary to solve some puzzles near the end of the game, so it’s definitely worth leveling him up so he can pull his weight in those areas. He also comes with Cause Root Rot, a power it’s hard to find any isotopes for but which is really helpful against some extremely nasty enemies like Monster Trees and Ragweed. I always max him out with the verdant isotope you get in the last area you unlock. Toastbuster Starting stats: Superhero first class Brawn 225 Brain 40 Tough 40 HP 567 Primary superpower: Vanquish baked goods Equipment: Smart bomb launcher, smart gloves, asbestos apron Joins: For the final mission. Thoughts: Not only is he the strongest character in the game and able to shrug off hits from most enemies, his power lets you finally disarm booby trapped pizzas. Put him in the front of your team, give him your most badass weapons, and you’ll never regret it. Zaniac Starting stats: Superhero first class Brawn 25 Brain 266 Tough 4 HP 45 Primary superpower: Power to Confuse Secondary superpowers: Refold road maps 6%, see inside pizza boxes 2%, eat spicy food without distress 5%, clean almost any mess 1% Equipment: Sharpened toothpick, deflector undies, reflective visor Joins: For the final mission. Thoughts: Zaniac’s power isn’t infallible, since once in a while he’ll spazz out and not use it when you tell him to, but most of the time it can kill or very nearly kill an enemy in one shot. With the kinds of battles you’ll be fighting by the time he’s available, you’ll be glad for that kind of firepower. It’s a little annoying how you can’t give him any other powers, but that’s a small price to pay for being able to one-shot nearly any enemy. Caped Cod Starting stats: Superhero sixth class Brawn 29 Brain 29 Tough 9 HP 99 Primary superpower: Really good at treading water Equipment: Gizzard exploder, slinky of death, Teflon Galoshes Joins: After winning a random fight. Thoughts: By the time you get Caped Cod you’ll already have enough mobility to get where you need to go. He’s an okay placeholder character, but you’ll probably have better. 4. Armaments List Close range weapons- Arsenic-tipped deer antlers (15) Billy club (4) Brass knuckles (16) Broken bottle (5) Buffalo whip (9) Cat-o-9-tails (6) Cattle prod (10) Fireplace poker (3) Ginsu knife (12) Large chainsaw (35) Letter opener (3) Mace (6) Medium chainsaw (30) Meat hook (14) Mini chainsaw (18) Moby chainsaw (40) Modified jet engine (75) Modified joy buzzer (13) Neutron Sword (20) Pitchfork (8) Pointy stick (2) Rusty nail (3) Sharpened toothpick (1) Small chainsaw (25) Swiss army knife (9) Tainted hypodermic needle (45) Tire iron (7) Trained Doberman (50) Two-by-four (2) Weedwacker (10) Shooting weapons- Arthritis inflammator (15) BB gun (6) Bowel disruptor (20) Dart gun (5) Discombobulator (35) Extra-large rubber band (3) Fire extinguisher (7) Gizzard exploder (40) High power laser (50) Hip-mounted catapult (25) La Missile du Mounties (90) Low power laser (16) Medium power laser (30) Paddleball set (3) Pea shooter (2) Pitching machine (5) Plastic boomerang (4) Saturday night special (11) Sawed off shotgun (12) Silly string (8) Sling shot (4) Slinky of death (30) Smart bomb launcher (75) Spitball shooter (2) Trained hornets (60) Vinegar rocket (4) Head armor- Asbestos yarlmurka (3) Concrete mortarboard (20) Deflector helmet (35) Football helmet (10) Motorcycle helmet (7) Neutron fez (26) Padded skullcap (5) Ear armor- Concrete earmuffs (18) Cotton balls (1) Deflector earrings (22) Force field earrings (14) Nerf earmuffs (2) Rubber earmuffs (4) Steel earmuffs (11) Tortoise-shell headphones (16) Eye armor- Deflector horn rims (8) Groucho glasses (42) Impervo contact lens (6) Plastic Goggles (3) Reflective visor (10) Shatterproof monocle (2) Sunglasses (1) Hand armor- Asbestos mitts (4) Iron thimble (1) Lead-lined gloves (6) Oven mitts (2) Rubber gloves (1) Smart gloves (40) Steel-lined gloves (9) Titanium gloves (32) Chest armor- Asbestos apron (13) Bulletproof vest (12) Concrete cardigan (27) High-powered force field (25) Kevlar vest (28. To get this item have King Midas use his power on eight useless items) Lavaproof vest (17) Low powered force field (10) Pocket missile defense (30) Pocket protector (6) Vomitproof vest (3) Shoulder armor- Concrete shoulder pads (18) Lead-lined cape (15) Nerf shoulder pads (2) Rubber cape (5) Rubber shoulder pads (4) Steel epaulets (7) Steel shoulder pads (11) Studded shoulder strap (5) Waist armor- Asbestos fanny pack (5) Bulletproof sash (8) Copper cummerbund (13) Glare-inducing belt (8) Low-powered repulsion belt (15) Padded belt (1) Steel belt (3) Teflon belt (12) Groin armor- Bulletproof briefs (14) Diamond chastity belt (20) Deflector undies (33) Gore-Tex hot pants (2) Iron jockstrap (9) Padded jockstrap (5) Teflon jock strap (24) Titanium cutoffs (30) Knee armor- Ace bandage (1) Bio-reactor knee splints (34) Concrete knee pads (18) Nerf knee pads (2) Rubber knee pads (4) Smart Knee Pads (20) Steel knee pads (11) Foot armor- Aerobic shoes (3) Lead-lined boots (6) Rocket shoes (8) Smart boots (13) Steel galoshes (7) Steel-lined boots (9) Suede stealth sandals (17) Teflon galoshes (12) 5. Legal Stuff- Superhero League of Hoboken is copyright 1994 Legend Entertainment. This walkthrough is copyright The Manx 2005, and may not be distributed in part or in whole without the express permission of the author. Any requests to host this guide, corrections, monetary gifts, marriage proposals, etc., can be directed to themanx16@gmail.com