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Mission 5: A Concert in the Park

This level introduces the Spider and the Fly, the team scientists. It also introcduces the analyse command big-time, allowing these characters to use the equipment in the level to their own ends.

The basic scenario is that the Queen activates a series of microwave towers across the level, enraging the population and sends out three squads of robots to loot the bank vans.
Each squad will head towards a bank van and destroy it, causing a money bag to pop out. The closest squad-member will then pick it up and run back to the teleporter. Robots carrying money are highlighted by a yellow arrow. If they are destroyed, they drop the money and the closest squad member will converge on the bag and so on.
If any robot with money reaches the teleporters, the secondary objective is failed. The queen will hang around the park, and run to the teleporter either when damaged sufficiently, or when ace gets caught.
Ace will continue to run around the town, attacking any heroes he comes across until defeated and interrogated.


Analyse:
The following items can be analysed: Microwave towers - this opens up the possibility of the Fly creating a countersignal. Get him somewhere quiet and us the Tune command on himself and he'll soon start producing an anti-microwave field that de-enrages nearby characters.
Ace and Queen - they're wearing special shielding devices to stop them from being enraged. Spider can grab these to shield herself, and also pass them out to teammates. I keep track of these devices by the way - if she's grabbed both she can dish one out to someone else and remain safe herself.
Teleporters - these can be rewired by either character to redirect them to the police holding cells. Doing this automatically completes both secondary objectives if they have not been failed already.

Team selection:
Take DD and anemone so they can use their mind shield combo move to keep everyone un-enraged. The big risk here is DD - if she gets enraged she has a tendency to blow everyone up using Hells Gate. King Zero is particulary effective against the tarts and hunks, but too slow to be of much use. Unless you're going for the combo-move, Adam Zorn is a must: Cybernetic Brain makes him resistant to the microwaves, and his long range attacks make him perfect for taking out the towers. He may be vulnerable to electricity but his z-field bounces off most of ace's attacks anyway.
Anemone is a good all-rounder (as always) - fast, tough and capable of dishing out a good amount of damage - if you've managed to buy telepathic scan already she's extremely helpful in tracking ace down. She can't damage the tarts and hunks directly very well, and her ability to enrage opponents is kind of redundant here, but throwing cars and hoping they explode in a fireball is a good option.

My advice - get fly to analyse the towers, send him and anemone to the park to deal with the queen, while Spider and Adam take out the towers. At the park get fly to rig the teleporters with anemone on bodyguard/queen-bashing duty. Adam Zorn can usually take Ace down by himself if the need arises.