Master Hulk's abilities in The Incredible Hulk: Ultimate Destruction. Learn about new moves like Power Surge, Air Dash, Shockwave Smash, and Missile Punchback. Explore the Badlands map and prepare for Mission 1: A Tall Green Stranger.
This section of the guide focuses on purchasing new abilities and exploring the Badlands, the second free-roam map in The Incredible Hulk: Ultimate Destruction. It also introduces the first mission in Chapter 2.
Recommended Abilities to Purchase:
- Shield Abilities: Normal attacks bash enemies, Shield blocks counters, special attacks smash the Shield over enemies, and throwing the Shield returns like a boomerang for ranged attacks. This is a must-have.
- Power Surge Level 1: Increases the Life Meter.
- Air Dash: Allows Hulk to move a short distance in midair.
- Shockwave Smash: Effective against enemy tanks.
- Tornado Frenzy: A punishing air combo for helicopters.
- Missile Punchback: Allows Hulk to smack enemy missiles back at them, useful against Comanches and MRLS tanks. Practice this in the training simulator.
- Air Ground Smash & Air Sonic Clap: Upgrades for hard hitters, useful for breaking enemy formations.
- Dashing Sonic Clap: Allows smashing groups of ground-based enemies with charges.
- Club Smash: Upgrades clubbing abilities.
- Headbutt: A powerful combo.
- Rising Upper: Quickly knocks an enemy into the air, useful for combos with Tornado Frenzy or Drop Kick.
- Tornado Uppercut & Slam Kick: Good for knocking foes off balance.
- Rapid Punch Burst: Heavily damages a single foe.
- Critical Thunderclap: Powerful area attack, requires Critical Mass.
- Air Critical Atomic Slam: Another powerful move, requires Critical Mass.
After purchasing abilities, check the Blonsky Files for mission previews. Save and exit the Church to find a new Jump Marker leading to the Badlands.
The Badlands Map:
The Badlands is the game's second free-roam map, smaller than the City and bordered by mountains. It features a desert landscape with oil fields, rock pillars, and grazing cows. The map is divided into three areas: north (a country town), central (an enormous gorge), and south (Branson Military Base).
- Northern Area (Country Town): Contains destructible environmental objects like power poles, trees, lampposts (clubs), cars, vans, pickups (Steel Fists), trucks, buses (Shields), fuel tanks, AC units, small water towers, and dumpsters (for throwing). Features lower rooftops and fewer ambulances/newsvans. Oil pumps and giant fuel tanks are found on the outskirts.
- Central Area (Gorge): A large gorge with destructible rock pillars that yield boulders. Canyons lead southeast to the southern area.
- Southern Area (Branson Military Base): General Ross's fortress. Only the forward base complex is accessible initially, with a tunnel blocked by a blue forcefield. Features watchtowers and civilian base employees.
Enemies and Resources in the Badlands:
- Military Presence: Increased presence of transport trucks, Abrams and Bradley tanks, Division Soldiers manning watchtowers and bases.
- Destructible Objects: Numerous objects for combat and environmental destruction, similar to the City but with variations.
- Green Orbs: Found along dirt roads, on cliff walls, and atop high objects like rock pillars, water towers, and buildings.
Chapter 2, Mission 1: A Tall Green Stranger
This mission begins upon arrival in the Badlands. Take time to explore the new map, familiarize yourself with its layout, resources, and enemy placements before proceeding with missions.
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