Manx’s 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 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. 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 they’re 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,
they’ll 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, 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. These offers are real and
worth taking up, but each is only good for one hero. 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
2. 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, 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 foe’s 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 they’ll 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. 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. Each time the
league gets a promotion you’ll 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 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.
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 dough in this game, so why throw it away when you don’t
have to? Then again you might want to wait until you have some better
equipment and possibly another hero in your party, as there’s 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 Tummy’s super power to get rid of them, and pick up the rag
on the floor. You don’t 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 Excitement’s power does.
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 underneath. 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
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 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. 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 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 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.
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 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 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. So however
you do it, once the bell is raised you’ll 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. 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 superheroes the most. You have
a choice here; you can put Princess Glovebox in your party, but you don’t
need her power for a while and she’s 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 (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. 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). You’ll get a car muffler and a scarf and
that’s 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 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 (not that he’ll 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 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.
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 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. 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 may want to clean them all out before you go alligator
hunting. Be prepared to make several 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 in, you’ll 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, 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 that 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 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 aren’t much
help during a fight. This means heroes like Princess Glovebox, Treader Man,
King Midas, and Mademoiselle Pepperoni unless you’ve given them some
high-rated secondary powers--Toastbuster’s power lets you disarm dangerous
pizzas, so knowing whether they’re dangerous or not doesn’t 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
didn’t 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.
I’ll take a second to say that in this mission, it’s likely that some or all
of the members of your party may pass a million experience points if you’ve
been doing at all well. Whenever this happens, the hero who’s 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 “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
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. 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 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 isn’t good news for Dr. Entropy. That fall couldn’t 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. He’s 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. He’s 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 they’re booby trapped, this is a good reason to keep her in
your team. Unfortunately, she’s 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 don’t, 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 he’s a physical wimp. Still,
nothing the right armor and beef intake can’t help. I generally put him into
the group (in the back) to wreak havoc on my enemies after I don’t need Iron
Tummy anymore. At the beginning he looks like:
Superhero tenth class
Brawn 3
Brain 11
Tough 1
HP 13
Primary superpower: Increase foe’s cholesterol
Equipment: Spitball shooter, sunglasses
Captain Excitement. He looks like the Flash and is so boring he can put
animals to sleep. Unfortunately he’s a weakling, and his powers don’t work
on as many enemies as Tropical Oil Man’s. 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. You’ll need to have him in your group to take advantage of his
mobility until you get the rubber dinghy. You’ll probably just keep him in
there afterward anyway because of all the experience he’ll 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 isn’t all that tough, but his primary power is to induce rust,
which comes in awfully handy when you’re 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. She’s 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. He’s
not very tough but his power is necessary to solve one puzzle, so I usually
just put him there until I don’t need him anymore. He joins after you save
him at Ben Franklin’s 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. He’s a pretty tough hero, and his primary power is to
increase or decrease anything’s 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 he’s 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 can’t 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. He’ll be really strong after gaining a few levels and is well
worth considering for a spot in your party even if you don’t 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)
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)
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