Superhero League of Hoboken Walkthrough Manxs Superhero League of Hoboken Walkthrough, v. 1.1 1. Basic Knowledge 2. Items 3. Walkthrough 4. Hero List 5. Armaments List 6. Legal stuff 1. Basic Knowledge- Story- The future sucks. The polar ice caps have melted, radioactivity is everywhere, and theres 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. But 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 theyre the Superhero League of Hoboken, who had their reputation run into the ground by their previous leader right before he quit. But with hard work, determination, and this walkthrough, you might just be able to guide your ragtag band of misfit superheroes back to greatness. General advice You get experience for winning random fights, but you also get experience for clearing out sectors of undesirable elements (which usually happens after 5-8 fights in that area). If there are enemy encampments in a sector, theyll still be there after you clear it out of random bad guys, though. You can usually afford to sell off your crummy old weapons that are too weak to be useful anymore for some 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 few join the team with more than one or two articles of armor of their own, its good to share around stuff your other team members may have no need of anymore. It all adds up. Dont 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 Mans power, youll be fine until youre able to buy an item that will make it so you dont need anyone whos good at treading water. Radiation Immunization Locations- Sometimes while exploring youll encounter someone who promises to make you immune to radiation for a small consideration. These offers are real and worth taking up, but each is only good for one hero. Below are the places Ive 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 2. Misc. Items- Food: Along the way youll be able to buy or get from enemies vegetable, beef and fish items. Eating vegetables gives a character more HP, fish improves Brains, and beef is good for more Brawn. Isotopes: Drinking isotopes makes the drinker develop secondary super powers, or improve ones they have already, depending on the color of the isotope. Blue increases treading water, black increase put animals to sleep, yellow increases raise foes cholesterol, an effective attack against most organic, non-plant enemies, green increases causes root rot, and red increases induce rust. 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 little while (if you stop to rest theyll wear off), but unless you make a point to waste them you should be able to get enough from fights and pawnbrokers. 3. 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. Lets see, chili peppers are threatening the water table, a religious cults computer is broken, a flock of rabid sheep is threatening a nearby village, theres 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. Each time the league gets a promotion youll be allowed to have another hero in your away team, up to nine. But right now you can only have three others, so make them Iron Tummy, Robomop, and Mademoiselle Pepperoni. Once youve 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. Go one space north of the headquarters and youll 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. Youll have to make some diagonal movements, but youre never exactly rolling in dough in this game, so why throw it away when you dont have to? Then again you might want to wait until you have some better equipment and possibly another hero in your party, as theres an encampment of four Suggesters that way and they can be tough this early. 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 Tummys super power to get rid of them, and pick up the rag on the floor. You dont need Iron Tummy anymore, so I recommend giving his space in the group to Tropical Oil Man, whose power will help out a lot in combat and works on more enemies than Captain Excitements power does. Go to 2D, and go to coordinates 8,8. Go to the pawnbrokers tent and buy the cheese-eating microbes and can of sheep spray. Go to 12,8 in sector 2C (its 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 youll 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 underneath. Now take the magnet. Go to 4,12 and enter the building. Use the rag on the far wall. All the grunge youve put on it will melt through the wall and enable you to enter Dr. Entropys hideout, so go through the door. When Dr. Entropy finishes his evil monologue, use Robomops power to clean the trash off the floor, revealing the power cord of Entropys 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, theres 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 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 Leagues headquarters. Use the bowdlerizing ray on the issues of Playboy (Mademoiselle Pepperoni has to be in your group). The hot spot is 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. Entropys 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 shamans tent. Put on the pappy outfit and talk to the old man, selecting, Whats the matter? Dont you recognize yer own pappy? Take off the pappy outfit and talk to the old man again, selecting, Um, didnt 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 Warlords 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 youre 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 hell leave. Go upstairs and come face to face with Dr. Entropy. Turn on the transmitter to defeat his nefarious scheme, but hell get away again. Go back to base to receive another team 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 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 Warlords 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 youre here take the wig, false teeth and uniform. Youll pick up a turnstile token on the way out. Go to 5,8 and enter Bernardsville, then pick up the construction site placard (its 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. Youll 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 pawnbrokers 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 youll have completed another task (and gotten another token). For your next objective you need a red tube pass, and unfortunately the only way to get it is as a dropped item after you win a fight. If you already have one, great, skip to the next paragraph. If you dont, youll want to go back to any sectors you havent cleared out yet and fight bad guys until you do. Its annoying, but its 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 youre 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 dont have enough brawn to do it, thats okay, head over to 14,8 to find a health club. Youll have to fight a couple of baddies to get to it but it can give you a temporary brawn boost. So however you do it, once the bell is raised youll sit through a comedy act. Then 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. Entropys speech, put the construction site placard on the steel framework behind him. This will scare the horses away. Hell 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. Youll 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, theres 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 superheroes the most. You have a choice here; you can put Princess Glovebox in your party, but you dont need her power for a while and shes not that tough, or you can put a tougher hero into the new spot in your team. 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 (youll 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! Weve got some important information about that! Take the maroon bedistor and leave. While youre here, go to 1,10 and enter the market, and buy the termite eggs from the pawnbroker. Also while youre 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 cant 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 Franklins house and defeat the enemies there to save King Midas, wholl 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, youll face three enemy encampments one after another if you walk forward, the first with one lava lamprey, then two, then four, although youll 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. Youll 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 youll 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. Hmm, 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 (the loose board, the bust of Buchanan, the uprooted plant, the pappy outfit). Youll get a car muffler and a scarf and thats all you need him for. You can put him in your group or you can add another hero who might be more help in battle if you like, like Iron Tummy or Caped Cod if you have him. 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 Warlords 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 youll get a casino chip. Take the purple train back. Go to 4D, 12,6 to enter the Warlord of Huntingtons 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 youve completed another task. Go to 2A, 2,4 and enter Freehold. DO NOT BUY ANYTHING until after you complete this task. Go to the shamans tent and say, Dont you realize the importance of affordable health care? Hell protest that the hardware dealers prices are too high. Go talk to the hardware vendor and say, We heard from the shaman that youre charging way too much , and hell 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 youve recently and after some beating around the bush hell complain that the brothel charges too much. Go there and talk to the madam, say, Why are your rates so high, and shell direct you back to the shaman. Talk to him again and say, Your high prices Hell 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 shes leaving the area soon because she gets too cold. Give your scarf and fur coat to the madam and shell give you a rate sheet. Give it to the owner of the hostel, wholl 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. Youll 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 (youll need to use some power pills) and enter the wise mans 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 youll 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 machines 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. Entropys tree will be destroyed and youll turn him over to the police (not that hell be held for long ). 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. Seems theres 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. 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 is revealed, and before you leave buy the silver tube pass from the pawnbroker. 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 will run into an encampment of twenty enemies. This is a very long, very tough fight, so make use of your characters powers at every opportunity. Theres 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. Put animals to sleep works pretty well on it). After you win youll 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. Youll 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 theyre all gone. Youll 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 may want to clean them all out before you go alligator hunting. Be prepared to make several trips back to base before youre 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 in, youll face one at the first one, two at the second one, three at the third one, and so on. After beating them all one hero will pick up some gator guano. Leave the sewers and go to 2C. Enter the Statue of Liberty, its 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 that hes 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 hell 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 Theres just one task this time: Dr. Entropy is holed up in the Empire State Building and is planning his most diabolical scheme ever! Now is really the time to make your team as combat-prepped as possible. The toughest, longest fights in the game are coming up so get rid of your guys who arent much help during a fight. This means heroes like Princess Glovebox, Treader Man, King Midas, and Mademoiselle Pepperoni unless youve given them some high-rated secondary powers--Toastbusters power lets you disarm dangerous pizzas, so knowing whether theyre dangerous or not doesnt really matter anymore. Toastbuster and Zaniac are extremely powerful in battle so make room for them. And whatever you do, make sure Mighty Magnitude is in your team before you leave, because you finally need his superpower. By this point my party consisted of Robomop, Toastbuster, Mighty Magnitude, Treader Man, Caped Cod, Tropical Oil Man, Oxide Man and Zaniac, and altogether I didnt have that hard a time with the fights for the rest of the game unless I was up against like six Unrepeatable Bugs at once. Ill take a second to say that in this mission, its likely that some or all of the members of your party may pass a million experience points if youve been doing at all well. Whenever this happens, the hero whos passed a million points gets an award called a Mil Marker that protects him from the first hit he takes in every battle. 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. Here are the toughest fights in the game, 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 lisotope 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 dargent gives Power to Confuse at 95% and is also a good 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. Youll 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 youll supply with your dinghy. After they leave youll 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 youll be 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 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 isnt good news for Dr. Entropy. That fall couldnt have been pleasant, and about 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! 4. Hero List- The Crimson Tape is you, mighty leader of the team who has the nifty power to make organizational charts. Pretty well-balanced between brains and brawn. Worth considering for some secondary super powers. Whether or not to include him in your party is a moot point. He looks like this at the start: Superhero tenth class Brawn 14 Brain 30 Tough 5 HP 21 Primary superpower: Create organizational charts Equipment: Two by four, Ace bandage The Iron Tummy. Hes a pretty tough guy, and will be one of the stronger heroes in your party if you keep him around, but since his power is only useful once early in the game I usually replace him right after that. In the beginning, his stats look like this: 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 Robomop. Hes pretty tough and his primary power is to clean almost any mess. This comes in handy for a couple puzzles and when you encounter a grimy pizza box, so he can clean it off so Mademoiselle Pepperoni can see inside it. Worth keeping around.Stats start like this: Superhero tenth class Brawn 25 Brain 4 Tough 8 HP 33 Primary superpower: Clean almost any mess Equipment: Pointy stick, rubber gloves Mademoiselle Pepperoni. She has x-ray vision that only works on pizza boxes, but since enemies sometimes leave extra goodies behind in them after fights, and sometimes theyre booby trapped, this is a good reason to keep her in your team. Unfortunately, shes one of the weakest characters in the game, which makes her a good candidate to take up the last space in your party and possibly develop some secondary super powers to make her more useful. I usually dont, though, and give her space to Toastbuster for the final mission. Starting stats are: 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 Tropical Oil Man. His primary power is to increase his enemies cholesterol, which is a really effective attack. Too bad hes a physical wimp. Still, nothing the right armor and beef intake cant help. I generally put him into the group (in the back) to wreak havoc on my enemies after I dont need Iron Tummy anymore. At the beginning he looks like: Superhero tenth class Brawn 3 Brain 11 Tough 1 HP 13 Primary superpower: Increase foes cholesterol Equipment: Spitball shooter, sunglasses Captain Excitement. He looks like the Flash and is so boring he can put animals to sleep. Unfortunately hes a weakling, and his powers dont work on as many enemies as Tropical Oil Mans. I tend to leave him out of my group. Starting stats: Superhero tenth class Brawn 2 Brain 13 Tough 3 HP 14 Primary superpower: Put animals to sleep Equipment: Paddleball set, Nerf earmuffs Treader Man. Youll need to have him in your group to take advantage of his mobility until you get the rubber dinghy. Youll probably just keep him in there afterward anyway because of all the experience hell have built up. Joins after you complete the first mission. 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 Oxide Man. He isnt all that tough, but his primary power is to induce rust, which comes in awfully handy when youre fighting robots. I keep him in my group for the rest of the game after getting him. He joins after you complete the second mission. His stat card looks like this at the beginning: 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 Princess Glovebox. Shes sort of tough and her primary power is to refold maps, which unfortunately is only useful once. I keep her until I have a tougher hero or two I can replace her with. She joins after the fourth mission. Looks like this when you get her: 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 King Midas. Has the primary power to turn any object into a muffler. Hes not very tough but his power is necessary to solve one puzzle, so I usually just put him there until I dont need him anymore. He joins after you save him at Ben Franklins house in the fourth mission. Looks like this when you get him: 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 Mighty Magnitude. Hes a pretty tough hero, and his primary power is to increase or decrease anythings size by a factor of ten, which is essential for solving some key puzzles, so put him in your team right away and keep him there. He also comes with the power to cause root rot, which is nice, and I always max him out with a verdant isotope. Mighty Magnitude joins at the beginning of the sixth mission. He starts looking like this: 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 Toastbuster. His primary power is to vanquish baked goods, which means he can disarm booby trapped pizza boxes, but hes also the toughest and strongest hero in the game and an all-around great choice for your party. He joins with Zaniac for the final mission. 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 Zaniac. Zaniac is a total wimp, but he has a devastating power--Power to Confuse--which will wipe out just about any non-plant enemy that he uses it on. As a rather cheap shot, though, he comes with a full array of low-rated and useless secondary powers, so you cant use isotopes on him. I take him along but put him in the last space in the group and load him up with armor. He joins with Toastbuster for the final mission. Looks like this when you get him: 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 Caped Cod. Hell be really strong after gaining a few levels and is well worth considering for a spot in your party even if you dont need his primary power by the time you get him. You rescue Caped Cod and he joins after winning a random fight. Starting statistics are: 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 5. 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) 6. 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 gladrius@hotmail.com