FAQ (PS3) - Guide for Captain America: Super Soldier
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Captain America: Super Soldier Version 1.0 Created 7-27-2011 Introduction..................................[1.0] Version History...............................[2.0] Basics........................................[3.0] Questions................................[3.1] Controls.................................[3.2] Enemies..................................[3.3] Costumes.................................[3.4] Walkthrough...................................[4.0] Prologue.................................[4.P] Chapter 1................................[4.1] Chapter 2................................[4.2] Chapter 3................................[4.3] Chapter 4................................[4.4] Chapter 5................................[4.5] Chapter 6................................[4.6] Chapter 7................................[4.7] Chapter 8................................[4.8] Chapter 9................................[4.9] Chapter 10...............................[4.10] Chapter 11...............................[4.11] Chapter 12...............................[4.12] Chapter 13...............................[4.13] Chapter 14...............................[4.14] Chapter 15...............................[4.15] Chapter 16...............................[4.16] Chapter 17...............................[4.17] Chapter 18...............................[4.18] Upgrades......................................[5.0] Collectibles..................................[6.0] Zemo Diaries.............................[6.1] Film Reels...............................[6.2] Schematics...............................[6.3] Ceramic Eggs.............................[6.4] Challenge.....................................[7.0] Trophies......................................[8.0] Legalities....................................[9.0] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* ------------------------------------------------------------------------------- I N T R O D U C T I O N [1.0] ------------------------------------------------------------------------------- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Captain America is Marvel's Super Soldier. He is arguably the inspirational, if not actual, leader of this universe. Fortunately for gamers, though this was released during the movie's release week, it does not attempt to follow the plot of the movie. This is good because usually it does not work and there is a smaller chance for movie spoilers. This guide is written based on playing the PS3 version on "Normal" difficulty. The information should also be applicable to the Xbox 360 version. The enemies are somewhat repetitive, so I do not describe how to defeat each group. Tips are placed throughout the guide with a brief description of how to generally approach a battle in the basics section. The fun part is moving into a group of enemies and approaching the battle in your own way flowing from enemy to enemy. I've also outlined the location of the collectibles. This excludes each location for intel since it is prominent. There will be a general mention that intel is nearby but not its specific location. I don't claim to be an expert, but can say the methods and strategies described below work *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* ------------------------------------------------------------------------------- V E R S I O N H I S T O R Y [2.0] ------------------------------------------------------------------------------- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Version 0.90 -Submitted 7-27-2011 -Story Walkthrough complete -Trophies listed -Schematics complete -Zemo artifacts listed -Upgrades section -Eggs list (but rough, mostly notes) -Film reels listed but needs formating -Still needs proofreading, Basics Section, Trophy Tips Version 1.0 -CNTRL F designations added -Challenges added -Basics section added (questions, controls, enemies, costumes) -More questions will be added as needed -Updates will be minor (better format/error fix) *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* ------------------------------------------------------------------------------- B A S I C S [3.0] ------------------------------------------------------------------------------- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Questions [3.1] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Q: Once the new costumes are unlocked can you wear them during a new play through? A: At this time there is no way to start a new game with unlocked costumes. Q: Can I start a new game on a higher difficulty with my upgrades? A: No, a new game starts a new save file or will overwrite a previous save. Q: I missed a collectible. Can I go back and get it? A: Yes, find the sewers and Cap can go back to locate intel, heirlooms, eggs, schematics, or AA guns. Q: How do I find the collectibles? A: The obvious answer is to use this guide. Also press select to bring up the map. A lot of the collectibles will show up on the map. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Controls [3.2] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* O================================================== ===========================O | BUTTONS | ACTION | |=================================|================= ==========================| |Select | Map | |---------------------------------|-------------------------------------------| |Start | Pause | |---------------------------------|-------------------------------------------| |Right Analog Stick | Camera | |---------------------------------|-------------------------------------------| |Left Analog Stick | Movement | |---------------------------------|-------------------------------------------| |X | Evade/Dodge | |---------------------------------|-------------------------------------------| |Circle | Counter or Use an item (door, lever, etc) | |---------------------------------|-------------------------------------------| |Square | Attack (melee) | |---------------------------------|-------------------------------------------| |Triangle | Grapple | |---------------------------------|-------------------------------------------| |L2 | Aim Shield | |---------------------------------|-------------------------------------------| |R2 | Throw Shield | |---------------------------------|-------------------------------------------| |R1 | Focus Attacks with X, Square, Triangle | |---------------------------------|-------------------------------------------| |L1 | Block or Deflect | |---------------------------------|-------------------------------------------| |Directional Pad | Up - Tactical Vision | | | Down - Show Objective | O-----------------------------------------------------------------------------O *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Enemies [3.3] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Grunts ------- Grunts are among the easier enemies to defeat. Their defenses are minimal and the primary offense are their tasers. They are very susceptible to Cap's fists and shield. Spartans --------- Spartans are tougher than Grunts in the sense that they carry a shield. Cap's punches do not connect as well against this group because of the shield. The best strategy for take down Spartans is grapple moves. Especially, early in the game before some of the upgrades are obtained. Warden ------ A Warden is one of the first large enemies in the game. They carry a larger shield than Spartans, making them difficult to fight head on. They also possess a large claw in their other hand that will be used for striking and grappling moves. Cap would be wise to defeat this enemy with a quick Critical Strike Focus Move to eliminate them with haste. If a Critical Strike is not available, they can be harmed by counters or evading to their back for an attack. Scorcher --------- Scorchers are large like the Warden but instead of having primary melee maneuvers, they possess a dangerous gun. This weapon will fire a beam of deflectable extreme heat. But just because Cap gets close to a Scorcher does not mean he is safe. The weapon can also be used for a devastating radial attack that can not be deflected (and barely blocked) when Cap attempts close quarters combat. Similar to the Warden, it would be best to take a Scorcher out with a quick Critical Strike. Alternatively, Cap can deflect its ranged attacks for victory. Screamer --------- Powerful push and a protective orb are two of the Screamer's powers. Do not approach the enemy while the protective orb is up. Doing so will cause Cap to be trapped in the Screamer's grasp and thrown away. Also do not try to toss the shield at a protected Screamer. It will simply be caught and tossed away leaving Cap vulnerable to more attacks. Instead block or deflect the push attacks until the protective orb disappears. Take this opportunity to quickly move to the Screamer and attack. A couple punches and he will go down for good. Iron Cross ----------- Iron Cross will start his fight with ranged attacks. Deflect this ranged offense. This stuns the big metal one and builds Cap's focus meter. When close to Iron Cross attack relentlessly but watch for the dreaded red ring. This ring will indicate an incoming attack. Upon the rings appearance evade the attack and be ready to deflect more ranged attacks. As the Focus Meter builds use Crippling Strikes or build up to a Super Soldier ability to deplete Iron Cross' health. Baron von Strucker ------------------ This fight is another exercise in avoiding an enemies attack and countering with your own. When Strucker is about to attack a colored ring will appear around him. If the ring is yellow try to counter. A red ring, however, will require a block. In either instance an evasion maneuver (X button) will suffice. Use of Crippling Strikes will greatly benefit Cap during the fight. When possible evade to Strucker's back and attack from behind. As his health diminishes more HYDRA will enter the fight. Use these enemies to build the Focus meter for more uses of Crippling Strikes. The fight will end with a button pressing sequence. Just as you think Strucker is defeated he reappears at an upper level. The fight requires the same strategy but there will be a timer and a larger number of extas involved in the fight. Madame Hydra ----------- In order to properly defeat Madame Hydra, Cap's deflection timing must be precise. During the fight, she will mostly stay above Cap in a nearby balcony. The goal is to deflect the bullets she fires back at her. This sounds simple enough but Madame Hydra also calls in more soldiers to occupy Cap's attention. Defeat the members of HYDRA quickly but never lose focus on deflecting the boss' shots. Madame Hydra will eventually move into a different room. The fight remains primarily the same with two exceptions. One exception is there will be more and bigger enemies. The second has Madame Hydra exiting the balcony to attack. While she is at ground level be sure to watch for her full auto attack. When she is rapidly firing all Cap can do is block. The rest of the fight will be deflecting her shots and attacking her when possible while she is on the same level. Armin Zola ---------- When fighting Zola it is important to remember three things: Counter, Counter, Counter. Upon initially approaching Zola, be ready to deflect any ranged attacks. Move in closer and counter any attacks that occur with a yellow ring around Zola. Follow the counter up with a Crippling Strike as they are available. Alternatively, Cap can continue to counter until enough Focus is built up for a Super Soldier ability. The trick with this fight is to evade when the attack ring around Zola is red. Watch to make sure Cap counters when the ring is yellow and evades when red. There is no use to block the red attacks. They are strong enough Cap still may be off balance when the attack is blocked. The fight will end with a rapid tap of a single button, then Cap crushes the screen showing Zola's face. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Costumes [3.4] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -Captain America's Film Appearance -This costume is the primary one used throughout the game -Classic Cap Costume -Wear the Classic Cap costume seen in Captain America Comics of the 1940's and 1950s. -Cap gains more focus when wearing this costume -Unlocked by obtaining 25000 intel points -Ultimates Cap Costume -In the alternate Ultimates reality, Captain America wore this suit during World War II -Cap will take less damage while wearing this costume -Unlocked by... *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* ------------------------------------------------------------------------------- W A L K T H R O U G H [4.0] ------------------------------------------------------------------------------- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Prologue: Come and See [4.P] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* It is Europe in 1944 and some of the American soldiers have their doubts about the validity of the newly formed Super Soldier: Captain America. First thing turn around and move to the end of the trench. Destroy the box for the first collectible a Ceramic Egg. Move by the enemies that fell during the cinematic. Ahead Cap finds two HYDRA soldiers that will involuntarily allow us to practice our melee attacks. Tap Square to defeat the two enemies. The next set of enemies provide an opportunity to learn evasion and block. Tap X to maneuver around the battlefield and avoid attacks. Then L1 will bring up the shield to divert in coming attacks. Attempt to avoid damage while defeating the group of soldiers. The path will become blocked so take the only right. Cap meets up with Bucky. Bucky informs us that there are men ahead that need assistance. The next ability is the grapple attack. Tap Triangle to grab an enemy then perform attacks using Square. Practice on the next group then press forward. Run to the ramp designated by the orange arrow and tap X to launch Cap into battle. Now we learn the coolest move in the game the Shield Throw. Tap R2 to send Cap's shield into the direction of the enemy. Each enemy that the shield strikes is stunned allowing for easy combos. A short cinematic shows American soldiers fleeing a large enemy that can take on a tank. Rush into battle and avoid the large soldier by tapping X. Cap has a Crippling Strike ability that will come in very handy. Once one blue bar is full Cap can use the ability if R1 is held then Square is tapped. This will knock this enemy off balance allow for more attacks. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 1: Stand Alone Together [4.1] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Move toward the front of the plane and tap Circle to use the radio to talk to Peggy Carter. Next pick up the enemy dossier to gain intel and the film reel. The dossier is on the nearby table while the film reel sits in a room at the back of the plane. The plane is under attack before it can reach a safe drop zone. Move to the door and tap Circle to leap out minus a parachute Upon landing there are three enemies on the ground. Move to them and press R1 and Circle to knock them out. Grab the intel at the back of the room and on a table near the exit. Cross the bridge and enter the next building. There is some intel at the end of the hall. Take the first right to find that Select brings up the map. Take out two enemies near the next objective. Lead with a shield toss and they should give you no trouble. Grab the stack of dossiers then use the antiquated key pad to open the next door. The key is to align the common symbol in each group. Move the left and right sticks to converge the patterns overlapping the D's. Move through the door to find Cap on a balcony overlooking some enemies. When prompted hold L2 to aim the shield then R2 to release. Target each enemy and the first anti-aircraft (AA) gun will be destroyed. Exit through the window and time taps of the X button to move around the side of the building. The platforming sequence requires button presses at the appropriate times. Inside the next building Cap sees four HYDRA soldiers below. We also get the message that Tactical Sense will flash when a ranged attack is imminent. When this happens press L1 to block and avoid damage. Take out the guards then walk to the hall they left from to find some intel and and Egg. A second egg is nearby. It can be found to the left of the key pad. Use the key pad to open the gate. At the top of the stairs, Cap encounters a room with several enemies. Toss a shield to destroy some of the consoles they are working at. This will create an explosion doing a lot of your work. Defeat the remaining enemies then use the ladder to reach the next level after grabbing several pieces of intel in the room. At the top grab the intel and more importantly a Zemo family heirloom on the table. Next find the radio to contact headquarters. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 2: The Flemish Farm [4.2] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* This is the largest fight Cap has had thus far. Numerous enemies will flood the room. This is the first (though) minor test of skill. Use all of Cap's abilities to clear out the HYDRA forces. Watch for proper times to block and evade. The idea is to flow through the battle attacking and evading to build up combos. Move up the stairs and defeat the two guards outside the library. Enter the next room. Take a left. Walk up to the grunt for a surprise attack and interact with the bookshelf. In the corridor we will find a Zemo heirloom. The secret passage leads to the other room and a cinematic showing two enemies entering wielding shields. Initiate a shield toss of your own to stagger one then grapple to attack. Once the guards are defeated find two pieces of intel and a film reel near the entrance. Use the key pad to open the next gate. There is a egg to the right before moving down the stairs. This large room houses one of the devices powering the AA guns. Move to it and interact. Slowly move the left and right analog sticks closer to create an arc between the two wires. Move them too close and Cap receives a large electric jolt. With the generator deactivated HYDRA enters the room. These guys are carrying shields and tasers. Start the fight off with a shield toss then run and grapple someone. Watch for the Tactical Sense to indicate a block is necessary. Move from enemy to enemy blocking when necessary knocking each one out. With the initial forces eliminated two sniper enter on the balcony above. Be ready to block their shot then use the shield aim (Hold L2 and tap R2) to take out both snipers. When the coast is clear find a Zemo heirloom in a small room near the AA Generator. With all the collectibles found move back out to the main room. Look for two shield symbols and target them with a shield toss (Hold L2 tap R2). One target is at the sight of the sniper balcony while the other is to the left of the balcony. Hitting the targets will release ladders. Climb to the sniper balcony for some intel and a briefcase in the small hall. Then use the other ladder for a platforming sequence. While on the second level be sure to move to the disabled AA generator, so Cap can use a pole to leap across it and find a Zemo heirloom. Continue the platforming to the third floor and find an Egg. Now Cap can keep going until he reaches the second AA generator. Disable it and exit through the newly formed doorway. Perform another platforming sequence to find and reach the final component of the AA gun. Once it is disable the weapon is destroyed. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 3: The Wooden Horse [4.3] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Grab the Egg behind Cap then vault ahead to reach the ground. Follow the path and Cap will find the next group of enemies. Vault to their location and begin eliminating them. The trick here is that there is a sniper in the distance that takes shots at Cap while he is fighting the ground forces. Be ready to block then when all of the soldiers are downed toss a shield at the sniper. Search the area for several pieces of intel and an Egg. When finished enter the Bunkhouse. The next room is full of enemies. For the cost of 1 focus bar per enemy Cap can target up to four enemies for a shield toss. Hold L2 and mark each enemy that is to be hit then tap R2 to toss. The remaining guards will move to attack. Defeat them then enter the room to eliminate the snipers. If timed right a shield block will deflect the bullet back at the shooter. If not then toss the shield at them to eliminate. At the ground level look for a three Zemo heirlooms (2 Steins and a helmet) as well as some intel. Move up stairs to find a door requiring a pass code. Now we must look for a intercom to listen in for the passcode. The intercom is on the wall in the room opposite the door. Now head back to the door and use the passcode to open the gate. Before exiting be sure to grab the Heirloom (Stein) in this very room. Go up the stairs and defeat the enemies. Destroying the console will create an explosion that will make things quicker. When everyone is eliminated look for an Heirloom (Falcon) and Film Reel. Use the radio to contact headquarters. HYDRA attacks but first they throw in some smoke bombs to reduce visibility. This should have no effect on a Super Soldier. Eliminate the enemy forces and continue down the stairs. Exit the bunkhouse. To Cap's left a group of HYDRA will be approaching. Eliminate them. Look to the right and follow the path to an Egg. Now move to the left of the truck. This path leads to a barn with a sniper's nest. Not only are there a couple of snipers but a grenade turret will also fire. Stay behind a silo while fighting off some ground enemies. Circle around to the barn's entrance and climb the ladder eliminate the HYDRA forces. Now take control of the grenade turret and fire on the enemies below. Now that its safe explore for an Egg, lots of intel, and a Heirloom. Use the terminal on the top floor of the barn near the grenade turret to open the next gate. The path leads to a schematic and will diverge. Follow the option to the right. Defeat the three guards (lead with a shield throw) then move up the winding stair case. Defeat the yellow suit enemies and use the explosives near the AA Gun. Once it explodes return to the ground floor and follow the long path that was guarded by the three enemies. It leads to the Motorpool. Take out the sniper with a targeted shield toss then defeat the two guys in yellow suits. Grab the Egg on the table between the trucks. Head to the left of the trucks and use the turret under the tower to take out the enemies. Once all six explode be sure to grab the intel, Heirloom, and Schematics. Move to the area behind the truck shed where we entered the Motorpool. Look for a large crate that Cap can climb on to to get an Enemy film canister. Behind this crate Head to the far right and up the stairs but only after grabbing the nearby Egg, Schematics and Heirloom. Go through the nearby door. Once inside defeat the enemies in yellow suits that are near the door. The next room houses more of these guys as well as two snipers perched over head. Head to the back of the building only to have a huge enemy (the same kind that was the "boss" of the Prologue) exit through a locked gate. Toss the shield to stun him then attack and evade/block. Continue the pattern until he is on the ground. Now attempt a finishing move. It doesn't work the same as the normal enemies because X will need to be repeated tapped to finish the fight. Move through the door and around the corner. Pick up the Film Reel and exit. Here we find another large enemy. If you have a Crippling Strike available it would be a good time to use it. Take out the giant soldier and go up the stairs. Cap must make it across the room while snipers are taking shots. This platforming sequence requires perfect timing to prevent being hit by a bullet. Once across (after several X taps) take out the two snipers and grab the Schematics, Heirloom, and Egg. Decode the terminal and move to the now open gate. Grab some intel and two Eggs and leave. Go up the stairs to find the need for another platforming sequence. Time your press at a sniper. Eliminate him then continue forward. At the door to the Armory, Cap will face a few soldiers defeat them and look around for some intel. Enter when ready. Take out the guards inside then turn the corner and move down the stairs. Defeat the soldiers then interact with the weapons cache to destroy the armory. Once the explosive are set a 30 second timer appears on screen. Race to the far end of the room where Cap will have to maneuver through three enemies (one of which is of the larger variety). They do not actually have to be defeated, Cap just needs to make it to the stairs to trigger the short cinematic. Follow the path to the top and look for an Egg near the parked truck. Decode the key pad beside the elevator and take it to the roof to arrive at... If you are interested in collectibles feel free to look for a path to the left near the top of the hill just before getting to the truck near the elevator. Here you can find several pieces of intel *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 4: The Secret Journey [4.4] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* As soon as Cap exits the lift a group of soldiers attack. Watch for an enemy on the right to fire his gun from atop the metal crates. Block his bullet back or stay close to the crates near the elevator to avoid his shots. Once the enemies are defeated move by the crates and up the stairs along the wall. Here Cap should find an anchor point for a cable. Toss the shield at the glowing clamp holding the cable. It is released opening the path ahead. Just throw the narrow crease we find the second anchor point well guarded. Destroy the clamp holding the cable in place, then take out the soldiers. Move through the opening created by the cable to find a large soldier. Here we get a message to weaponize an enemy. Go through the open gate and hold R1 and tap Triangle when near the large guard. Just as the description says Cap will use the grab the enemy and use his weapon to clear the room of attackers. Hit the last clamp with the shield and watch as the gate at the top of the stairs opens. Three enemies race out. Move up the stairs and defeat them. Now enter the Radar Dome. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 5: The Big Red One [4.5] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Use the wire to slide to the observed weapon. Once the cinematic showing Cap crashing through the window ends. Unleash some of the Super Soldier's training on the bad guys inside. Go up the stairs and find the load bearing column. Interact with it to place the explosives. Move up the stairs to a platforming sequence. At the top, Cap will find the next explosive site. Once the charge is set Baron von Strucker makes and appearance in a cinematic. Now its fight time. This battle against Strucker is difficult only in the sense that the camera does not cooperate very well. Strucker packs quite a punch. The key is to avoid or counter his attacks. When a yellow ring appears around Strucker, evade his attack with X or counter with Circle. If the ring is red be sure to block. When a counter or block is missed Strucker can deplete a lot of Cap's health. If you have a Crippling Strike utilize it at the beginning of the battle. Then use evade to move to Strucker's back and attack. When he turns and tries and attack counter to initiate a cinematic or push button sequence. If the push button sequence appears rapidly tap the on screen button (usually circle). As Strucker's health depletes, he will call in some grunts to complicate the battle. Take them out quickly with counters and grapple attacks. With the adds removed refocus on Strucker. The battle stays the same until Strucker's health is fully gone. At this point the next attack/counter will begin a combination of cinematics and button smashing. In my case (it may be the same for all) rapid tap of Square was first followed by a short scene after which Triangle needed pressing. Move to the elevator Strucker exited from and go right. Platform up to the dish. A timer begins to countdown. Defeat the guards most of which are one hit knockouts. Then move to opposite sides of the dish to find two control panels. Interact with the panel to hot wire a door so that it opens. Once the door opens move to it to place the last charge on the radar dish's base. Unfortunately, the previous battle against Baron von Strucker was a little to quick, he, "cannot be defeated so easily". The ideas behind this fight are the same as before. The difference is there are more "extras" that enter the fight, one of the "extras" will have a rifle, and the timer is still running. The timer is not the main concern. Be quick and efficient against Strucker and there is nothing to worry about. If you have any Crippling Strikes available use them first against Strucker. I had two and it depletes his health a lot quickly. Plus I was able to build up at least one more during the fight. Once the adds appear be sure to locate and eliminate the gun man first. The armed soldier will disrupt Cap's effectiveness in fighting and evading during the battle. Again the goal is to evade behind Strucker then attack in combination with countering anytime the yellow ring appears. Upon the depletion of Strucker's health, another button smashing scene occurs (tap Circle). The last step will be to place the charge on the Radar Dish. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 6: Camus and the Fly [4.6] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* During the opening cinematic of this chapter we are formally introduced to Armin Zola and Madame Hydra. When the scene is complete rapidly tap Circle to remove the restraints. Move to the right of the electric gate and interact with the covering. Perform the "hot wire" to disable the electricity. Press X and grab the edge of the roof of Cap's cell. If you can't find the proper ledge then push up on the d-pad to use tactical vision. The yellow outlined portion of the cell is where Cap can reach the top. When on the roof use the chain to slide into the next room. Tactical Vision will reveal a destroyable wall nearby. Press Circle at the wall and Cap will bust through. Move by the ladder in the next rooms (for now) and grab the ledge at the broken wall. Drop below and platform to the other side. There is a breakable wall directly at the position Cap ends up. Ignore it for now. Instead turn around and find a breakable wall on the other side of the room. Move through it and second wall to find a ladder that leads to a Heirloom. Now return to the initial wall. Platform up a level then turn the corner to break another wall. Use the poles to reach a ledge. Cap will need to move to the left while hanging on the ledge. Be sure to avoid the steam as it exits the open pipes. Bust through the wall to the left and climb the ladder around the corner. There is some intel under the crates and behind the wall to the right. Now proceed forward and at the opening platform to the next open cell. Another platforming sequence leads Cap to another ladder to climb. At the top, HYDRA now realizes Cap has escaped his confinement. A breakable wall is to the left but only leads to intel (an enemy film canister). Use the chain to slide down to the next area and a checkpoint. Move to through the back and grab the ledge. Shimmy to the left avoiding the steam. Platform to the next chain and slide to the central area with guards. Defeat them and grab the egg. Move across the ramp and engage in more combat. Once they are defeat a film reel can be found to the left, a Heirloom behind a wall on the right, and a radio in the central area. Use the radio to proceed. Move by the radio and enter the Cellblock. Go up a couple flights of stairs and interact with the key code console next to the door. Once decoded enter. A new giant enemy with a claw requests that Cap surrender. Apparently, he is not aware of just who Captain America is. If a Crippling Strike focus based ability is available now would be a strategic time to use it. Two Crippling Strikes and the beast should be eliminated. This will likely fill the focus meter and reveal a new ability: Super Soldier. This ability will spend four full focus meter bars and allows Cap to basically one shot all the enemies in the area. Try it out. After the HYDRA enemies are Super Soldiered move forward evading the gun fire ahead (since we don't have our shield to block). Waiting at the door will likely cause the gun wielding enemy to enter the room after Cap. This makes it much easier to avoid being shot and take out the guard. Proceed forward and defeat some more guards for a Checkpoint. Grab the Heirloom to the left and look for a couple pieces of intel before exiting through the room on the right. Crack the code and begin the search for your shield by entering the Laboratory. Take out some guards (including at least one with a gun) then grab the Schematics before moving down the stairs. Defeat the enemies protecting the shield then move to the back of the device holding it. Remove the panel and disable the device. Grab the shield and fight of the next attack. This time Cap is able to block/deflect the incoming bullets. The next room contains Cap's belt being examined by HYDRA researchers. Defeat the guys in white then look to the hall just to the left of the room housing Cap's belt. Here we find intel, a Schematic, and a Film Reel. Grab the belt and move up the subsequent ramp. To the left we find a terminal that can be hacked. This one has a great deal more possibilities than previous hacks. Look for the 6 in the upper portion of the code on the left and lower portion of the code on the right. Once aligned the door opens revealing a Ceramic Rooster. Return to the Cellblock and be ready for a large fight. Take out the giant enemy first with a couple of Crippling Strikes if you have them. If crippling strikes are not available you can avoid the big guy and build them up by defeating the other soldiers. Once the ground floor is clear move up the stairs and take out everyone you find. Grab the Heirloom and a couple pieces of intel. An intercom is on the back wall. Listen in then use each of the two terminals to open doors below. Once the decryption is complete head down the stairs. Move down the ramp and fight off the enemies in the next room. Use the lever to the left of the gate and proceed. Move around the corner and Cap should talk about Bucky's cell being nearby. Now look for a room to the right that appears empty. It is except for the fact that you can find a ledge to jump to and reach a higher balcony with an Heirloom. Use Tactical Vision to help you find it. Now return to the gate and interact with the lever next to it. A electric wall blocks the path ahead. Toss the shield at the transformers on each side of the gate. This cause a metal door to close. Place some explosives on the door to enter. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 7: Icarus and Daedalus [4.7] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Defeat the group of Grunts. There will be more enemies to defeat as you explore this level of the containment facility. Many of the open cells will have intel in them. Also you will find some closed cells that have destroyable devices above them. Toss the shield at the equipment above the cell to open it. Search the area for lots of intel, an Heirloom, and a couple eggs. On the second level you should be able to activate a cinematic where you find Bucky. Cross the ramp and defeat the snipers. Climb the ladder. Now clear the area of the remaining HYDRA soldiers. Grab the Schematic and some intel then pull the lever. Quickly move down the ladder and follow the yellow objective stars to the door leading to the West Rail Line. Move off the edge and follow the corridor to a short scene that shows the P.O.W.s entering a train. Move to the left and platform to the other side. Pull the lever and the door leading out opens. Step outside to view the enemy forces. Move to the left and platform to the top. As your near the top look for a large "box" that seems out of place there is a Heirloom on the other side of it. The train begins to move out when Cap reaches the top. Race to the missile turret on the right and politely ask to use it. Fire on the enemies below to protect the escaping allies. After the train safely escapes head to the other side of the roof. Use the range finder to highlight the train bridge. This will call in an air strike to prevent HYDRA from pursuing the train. Move to the door and decrypt the code to enter. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 8: To Have and Have Not [4.8] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Move down the corridor and climb the ladder on the right to destroy an AA gun. Go back to the ground level and continue down the hall to the entrance to the Laboratory. Cap finds numerous downed members of HYDRA. As we proceed we find out how and why. Do not throw the shield at this new enemy. It will not work. He will simply grab the shield and toss it away. Cap will be without it until it is retrieved lying on the ground somewhere. Instead block/divert its attacks until the shielding disappears. Once the shield like sphere disappears move in for some melee combat. If Cap gets too close to the Screamer while the orb is up, Cap will be tossed aside. Once the first one is down move up the stairs to find the next Screamer fighting a large enemy. Stand back and allow the Screamer to finish of the larger enemy then move in to block/deflect the attacks until the orb is gone and the Screamer is down. Grab the schematics on the table to the right and continue forward. The path divides into three. Use the platforming sequence on the right to reach a Film Reel. Now lets try the center path. At the end decrypt the code to open the gate. Move forward and Cap leaps to Dugan's location. The fight is between a couple Screamers and a Warden. Defeat everyone and release Dugan. After the scene, Cap is attacked by multiple Screamers. This fight can be tough but the same strategy applies. Block/deflect their attacks until the protective sphere dissipates. The trick is to quickly get to them, using evade so Cap can do his two punch then rapid tap Circle combo and eliminate the Screamer. Head across the bridge to reunite with Dugan. More enemies move in including several one hit defeated white wearing HYDRA members, a large Scorcher, and a Warden. Use crippling strikes when available against the larger guys. Then when out of Focus Based attacks use an evade and attack approach. When clear use the lift that Dugan sent back down to reach the Courtyard. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 9 The Longest Yard [4.9] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Head to the right and go by the lift to find a Schematic. Defeat the Grunts and Spartans that appear. After Dugan leaves go down the stairs and look on each side of the Courtyard for a couple of Heirlooms and an Egg. There are also numerous statues to destroy in the Courtyard and maze on the sides of the entrance to the Estate. When ready climb the stairs leading to the site where Madam Hydra was last seen. Defeat the Warden and enter the Estate. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 10 Keep Your Powder Dry [4.10] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Move up the stairs and at the trio of statues take the side path on the right. This leads to an Egg and the Sewers. Do not take the sewers, instead return to main path. The cinematic shows a discussion between Cap and Madame Hydra. She will stay on the balcony during this fight. When she fires the goal is to deflect the bullet back at her. When the yellow indicator appears watch the two vertical white lines. The moment they become one tap L1 to deflect the bullet. If you block too soon or too late the bullet is not deflected and Cap may receive damage (depending on the circumstance). Tossing the shield at Madame Hydra will not result in a hit but will induce her to fire back giving an additional opportunity to deflect a bullet. As Madame Hydra's attacks are deflected she will call in some Grunts to attack. Defeat them then refocus on Madame Hydra. After she receives enough damage she flees. Be sure to grab the Eggs, intel, and statue smashes before pursuing. Bust through the door and head up the stairs at the first intersection for some intel, an Heirloom, an Egg, and a Schematic. Return to the primary path in pursuit of Madame Hydra. Bust through the door on the right (the left side is bathrooms with intel )and a cinematic has her escaping behind a locked gate. Grab the egg near the gate and look for an alternate path. There are three doors in this hall that Cap can bust through. The one closest to the entrance has three Eggs. The next door heading towards Madame Hydra's escape would be on the left and a has a Schematic. The final door which is closest to Madame Hydra's escape point has two Eggs and the alternate path. Move to the book shelf on the far wall for a secret passage to the trophy room. Madam Hydra is back on a balcony waiting to fire upon Captain America. As you enter the room notice the four Grunts and the single Warden. Use a couple Critical Strikes on the big guy then eliminate the smaller enemies. Madame Hydra will fire during the fight so be sure to watch for good times to deflect. Once she has received a couple hits she will, at Cap's request, come down from the balcony. She has a devastating automatic fire attack that can only be blocked. Evade toward her and use any Critical Strikes you have. She returns to the balcony. Move to her location and defeat the enemies that appear at ground level while keeping an eye toward the ceiling for opportunities to block or deflect. Defeating the enemies can provide important Focus that can be used against Madame Hydra. She will again return to the ground. Block her auto-fire shot and deflect the others as you approach. Use any and all Crippling Strikes to get her to return to a balcony for the final time. This time after a couple of deflects a short cinematic ends the fight. After the scene, grab the Heirloom just below where Madame Hydra ended up and exit. Look to the right as you proceed down the hall for an Egg. Pick up a couple more collectibles on the way to the exit from the estate. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 11: They Were Expendable [4.11] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Enter the trench and take out the soldiers surrounding the AA gun. There are at least four. Once the area is clear move to the gun and place a charge. Move away from the blast. Before continuing look to the left of the gun for a couple of steps leading to a Schematic. Continue down the trench path. Deflect the sniper bullet and move toward the next AA gun. Defeat the three guards around the weapon then set the explosives and run. Give the shield a good toss into the room ahead and it will likely take out the majority of the occupants. Defeat any strays and grab the Heirloom on the ground. Exit the room to the trench on the other side. Be prepared to deflect a missile from the distant turret. If successful it is destroyed and Cap can focus on the charging guards. Move by the turret and out of the trench. This fight is against several larger enemies and a few Grunts. Be ready with the deflect as needed. Use Crippling Strikes to eliminate the big guys quickly then clean up the other guards as you please. There is some intel nearby (including a film canister obtained by a platform jump on the bricks to the left of the door). Enter the East Bastion. Turn the corner and look to the right to find a Schematic. Use the door across from the Schematic (its the first left) then look for the Sewer entrance and an Egg. Move to the end of the original hall and platform up. Enter the next room and use the radio. Before pulling the lever platform in the room where the radio is found to the top of the tall column to grab an heirloom. Use the cable at this location to slide down to a platform that leads to a pipe Cap can use to reach a second Heirloom. Return to the radio and pull the lever. Move to the lift and enter the Rail Line *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 12: Red Ball Express [4.12] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Exit the lift and take a left to view Dugan's work. After the cinematic sneak behind the distracted soldiers. Lead with a double tap of R2 to Ricochet the shield off as many enemies as possible. Defeat the rest to see the Red Skull land. Once all the visuals are taken in reenter the train station. Stay to the left side and decrypt the terminal. Move through the hall and take the first left to find the Sewers and an Egg. Head back to the other side and decrypt the next keypad after punching the member of HYDRA. Clear the room of enemies and grab the Schematics. Interact with another pass code and exit. Climb the ladder on the left and pull the lever twice. Cap will verify that the tracks are appropriately aligned. Go to track level and look for the train that is in alignment with the tracks. At the back of this train there will be a lever to pull. This lever moves the train out. The train will stop at two electrical boxes. Cap can remove the panels and hot wire the boxes to get the train moving really fast. Watch the ensuing cinematic. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 13: The Small Back Room [4.13] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* The fight begins immediately. Enemies will attack from the ground and from the top of the stairs. Focus on blocking when necessary and attacking the ground troops first. A Super Soldier Focus Ability may not be a bad idea here (if available). Once the ground forces are eliminated move up the stairs and take out all the gunmen. Cap notices a large tank that is ready for destruction. Platform to the top and hot wire the control box to destroy it. Notice the new pipe that extends. This will allow Cap to platform to the upper ledge entering the next room. Look to the right for a ledge to leap to. This ledge leads to a platforming sequence that results in Cap placing a charge on another tank. After setting the charge avoid the blast by moving behind the tank with a platform jump. Look in the room to the left for an Egg. Go up the stairs to the right of the next explosive site to find two bathrooms each with an Egg. Return to the explosion site and hot wire the control panel. Follow the star icons to the next site. Using the shield knock out the three pipes indicated ahead. A short cinematic shows another pipe falling into place. Platform to the next explosion site but do not interact with the control panel. Instead slide down the cable that leads to the platform near the destroyable fan. Behind the fan is an enemy film canister and on the platform below the fan find an Egg. Return to the top of the final tanks to be destroyed and interact with the control panel. Once the timer starts use the other cable to slide to safety. That is until the HYDRA soldiers appear. Take them out then follow the icons to the next objective. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 14: Hell is for Heroes [4.14] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Open the gate by decrypting the password on the terminal beside the door. Inside Cap will find the Red Skull. Defeat the one punch and gone crew then look for the ramp to the right. Climb the ladder and "Launch" Cap to the higher platform using the small ramp created by the nearby debris. Leap to the pole to reach the other side. The room at this level only has some intel (folder and film canister). Launch Cap up to a ledge of the column. Climb the column and move around it, avoiding the steam. Use the pole to leap to the next platform and a cinematic. Iron Cross is Cap's next fight. This behemoth has dangerous close quarters attacks. Stay at a distance and deflect its ranged attempts. If you do get too close be prepared to block when the red circle appears around Iron Cross. While at a distance, each deflection stuns the boss and builds Caps Focus Meter. Once the meter is full move closer to Iron Cross and unleash Critical Strikes. Repeat the process for an easy victory. After the fight watch the cinematic then launch Cap to the Red Skull's platform for more viewing. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 15: When Trumpets Fade [4.15] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Move to the chalkboard and find the blue prints that will lead Cap to Falsworth's location. Exit and platform over the fire. Take the first right for some intel and a Schematic. Move down the other side of the corridor and defeat the Screamer. Slide down the cable. Look for a small opening in the mountain. Move through it to find an Egg. Return to the cliff's edge and leap to the pole. Once hanging on the pipe lining the mountain Cap can go right for some intel or left to continue. Avoid the steam and platform to the top. This area has three levels the ground level has an Egg, the middle has two Heirlooms, and the top has an Egg. Levels 2 and 3 also have a turret. Once all the collectibles are located move to the top level and turn the corner to find that we just missed the Red Skull. Go to the second level and find the small room where we located a film reel. Instead of heading left to the reel go right to the outside. Swing over to the AA cannon, grab the Egg, and set the charge. Use the cable to slide to safety. Now move to the ground level and find the gate that can be opened after a decryption. Cap will likely notice the decryption effort fails largely due to the enemy helicopter behind him. Block the incoming bullets and head up either set of stairs to one of the missile turrets. Once there defeat any soldiers but make sure to block the automatic fire coming from the air craft. When safe man the turret and fire at will. After several hits the helicopter goes down and we can try to move through the door again. Grab the Film Reel and intel then move through the gate into East Bastion. Locate the Sewer entrance and head for the Tank Path. The sewers are not without enemies so proceed with caution. Press Select to access the map to find the objective. Once out of the Sewers, turn around and find an Egg at the end of the path near a truck. Use the nearby platforming sequence to reach two AA guns and a schematic. Activate Tactical Vision if you can not find the beginning of the platforming part. The second AA cannon is accessed by using a lock on weapon found by platforming behind the first AA cannon. Return to the ground and move across from the door to the Courtyard for an Egg then up the path defeating the soldiers that are encountered. A Super Soldier Focus Attack will make short work of every one. Find the entrance to the Chapel Path to the left of the dead end. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 16: Church On Time [4.16] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Move forward to defeat the Warden, Grunts, and Screamer. Press forward and Cap will encounter more soldiers that flee. These guys are destroyed by an unexpected explosion. At the ledge turn around and look up on the wall of the building. Use Cap's Platforming abilities to cross to the other side. Once inside the next building reach the 2nd floor and destroy the AA Cannon. Return to the primary path and defeat the Warden that exits. Decrypt the console at the next door and move up the stairs. At the top defeat the Sniper. Use the range finder to target one of the tanks for an air strike. Bust through the door and take out the guards. Move across the hall to find the last range finder. Once the second tank is destroyed leap off the balcony. Take out the Scorcher and Sniper then move into the Chapel. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 17: The First of the Few [4.17] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* The chapter begins with a fight against a transformed Zola. The battle begins with Zola firing at range. Deflect these shots back at the enemy. If one connects rapidly tap the on screen button (X) to recover. Zola will then move in for close quarters combat. Be sure to counter when the yellow ring appears and evade or block when red. Evading when possible is best. Otherwise, Cap will regularly be off balance. With each deflection or counter Cap builds Focus to unleash Crippling Strikes. When Zola's health is depleted be prepared to rapidly tap Triangle. This opens his chest compartment for the final blow. Move to Falsworth to open the control panel and hot wire the contraption. This frees Cap's ally and sabotages the device. View the cinematic. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 18: Went the Day Well? [4.18] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Head back to the Tank Path and then the Courtyard. Zola is back and stands it the way. Defeat him just as we did in chapter 17. Counter when the yellow ring appears and evade when red. Use Crippling Strikes to deplete his health. Once Zola's bot is about destroyed rapidly tap Triangle (when prompted) to finish him off. Find the Range Finder to the right and target the Sleeper's head. The air strike brings all if the enemies attention to Cap. Use the platforming sequence to the left to reach a higher balcony. Through the next door is another fight against Zola. This time some additional soldiers are added to more quickly build up the Focus Meter. Once Zola's second bot is scrap metal, use the turret to fire on the Sleeper. Once Cap has its attention be prepared to deflect then rapidly tap the onscreen button (Triangle) to damage the large metal beast. Exit through the previously smokey door. Platform to the next Zola fight. Zola has more soldiers fighting with him this time. Eliminate them then attack the bot. At the end of the fight Cap notices the Sleeper's weakness. Once Dugan exposes the next highlight each of the cables and tap R1. With all three targeted release the shield with a tap of R2 and watch the result. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* ------------------------------------------------------------------------------- U P G R A D E S [5.0] ------------------------------------------------------------------------------- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Upgrade Costs ------------- Upgrade currency is obtained by finding collectibles (there is a lot of intel just lying around) and defeating enemies. Upgrade 1: 350 Upgrade 2: 1492 Upgrade 3: 3500 Upgrade 4: 6000 Upgrade 5: 9000 Upgrade 6: 13500 Upgrade 7: 16500 Upgrade 8: 18500 Upgrade 9: 21000 Wave 1 ------ UPGR: Counter Grab DESC: Stops incoming attack and stuns the enemy for a short time BTTN: Press Circle with incoming attack UPGR: Ricochet Shield DESC: Bounces shield on up to 3 targets BTTN: Double tap R2 UPGR: Shield Shockwave DESC: Unleash a stunning shockwave by driving the shield into the ground BTTN: L1 + Triangle (Hold) Wave 2 ------ UPGR: Counter Attack DESC: A powerful follow up strike after a successful counter BTTN: UPGR: Ricochet Level 2 DESC: Bounces shield on up to 4 targets BTTN: Double tap R2 UPGR: Shield Charge DESC: Charge forward shield first, knocking enemies off their feet BTTN: L1 + X (Hold) Wave 3 ------ UPGR: Improved Counter DESC: Successful follow up strikes will deal greatly increased damage BTTN: UPGR: Ricochet Level 3 DESC: Bounces shield on up to 5 targets BTTN: UPGR: Shield Smash DESC: Break through defenses with this powerful shield smash BTTN: L1 + Square *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* ------------------------------------------------------------------------------- C O L L E C T I B L E S [6.0] ------------------------------------------------------------------------------- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Zemo Diaries [6.1] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Falcon Cowl and Gloves ----------------------- -Chapter 1: On a table at the radio after climbing first ladder -Chapter 2: Small room near first Anti-Aircraft Generator in library -Chapter 6: After escaping and platforming to enemies, its behind a breakable wall on the right side of the room with the radio. Once the wall is destroyed drop down and break a 2nd wall to find the Heirloom. -Chapter 9: Bottom of stairs at beginning on the right hand side -Chapter 10: After the Madame Hydra fight in the Trophy Room of the Estate a door opens. Climb the stairs and at the top look to the left for the heirloom. Cameo Ornament -------------- -Chapter 2: Corridor behind bookcase at library -Chapter 3: At the Motorpool near the grenade turret -Chapter 6: Cellblock top floor after retrieving shield and belt from Lab -Chapter 10: Madame Hydra boss fight on back wall (the one furthest from the boss) -Chapter 11: Use platforming skills to reach tall column in room where Radio is found in East Bastion Virginal Statue --------------- -Chapter 2: Room with first AA generator. Its on the 2nd floor. Use the ladder to jump to beam then move to generator. Use pole to swing over it The goal is at end of book case. -Chapter 3: Use shield to knock open door next to grenade turret in barn then platform to statue on a nearby silo -Chapter 7: After opening the door for the train platform up and look for an out of place box on the side of the mountain. Jump onto the box and find the statue on the other side. -Chapter 9: Courtyard Maze -Chapter 10: After initial phase of Madame Hydra fight bust through the door and head up the stairs at the first intersection. This should get Cap to the balcony where she was firing from. Stein ----- -Chapter 3: Near entrance to Bunkhouse on a bar on the left side of the room -Chapter 3: The Bunkhouse kitchen opposite the stove -Chapter 11: After destroying the 2nd AA gun in the trench path Cap enters an under ground room, the Stein is on the ground across from entrance -Chapter 11: Upon finding the Radio in the East Bastion, Cap can platform to a tall central column (this has a Heirloom as well). From this column use the cable to slide down to a platform that provides access to ledges leading to the Stein. -Chapter 15: Climb shorter set of stairs once completing outside platforming sequence Prussian helmet ---------------- -Chapter 3: Upon entering the Bunkhouse look in the room on right after entry Its on the desk near the bed -Chapter 3: Bunkhouse top of stairs -Chapter 3: In the Motor Pool on a rafter platform -Chapter 6: Cellblock, after learning the Super Soldier ability defeat the next two groups of enemies and look on a table to the left (its in the room where we get a checkpoint). -Chapter 6: When looking for Bucky's cell (Cap mentions its nearby) look for a room to the right that appears empty. Activate Tactical Vision and locate the ledge that Cap can use to reach the higher balcony holding the Heirloom. This all occurs after retrieving the shield and belt. -Chapter 7: After defeating the first group of Grunts take the path to the left continue until reaching a key code device. Now move to the open area to the front and destroy the devices above the cells. Inside you will find the last Prussian Helmet. Gold Falcon Statue ------------------ -Chapter 3: Bunkhouse top floor with radio on table near entrance -Chapter 3: Motorpool on a large crate in center of motorpool near a destroyable generator -Chapter 6: After first platforming sequence do not break the wall where Cap finishes instead look for a 2nd breakable wall across the room that leads to another wall, behind here we find a ladder leading to the Statue -Chapter 9: Bottom of stairs on the left at the beginning -Chapter 10: Beside a bookshelf on the ground below where the Madame Hydra fight ends inside the Estate (Trophy Room) Dueling Pistols and Saber in Ornate Leather Case ------------------------------------------------ -Chapter 10: During the Madame Hydra fight in the Trophy Room its on a small table next to the fire place. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Film Reels [6.2] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Chapter 1 plane it is needed to progress (Project Master Man) Chapter 2 Library room with shielded enemies (Baron von Strucker) Chapter 2 Room with first aa generator ground level opposite gen (Grunt/ Spartan) Ch 3 top floor of bunkhouse near chalk board (Ballistic Soldiers) Ch 3 Motorpool after defeating large enemy on a table in a room through the door the beast exited Ch 6 After escaping and platforming to enemies the reel is on the left side of the room with the radio. Ch 6 Laboratory hall to left of room with Cap's belt Ch 8 after defeating two screamers path divides into 3 take right side and platform (Screamers) ch 15 after outside platforming sequence climb short set of stairs to stein the reel is in a room through an open nearby door. (where red skull escapes in plane just missed them) Iron Cross ch 15 room after helicopter fight Sleeper Sewers Drone weapons reel west of west rail line entrance and south west of hangar Sewers Complex Reel north of tank pass and west of libarary Chapter 17 Zola Bot Reel after zola fight look at book shelf near door. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Schematics [6.3] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Ballistic ---------- Found: Motor pool near grenade turret Bonus: Sweepers and Snipers will remain stunned for a longer duration Found: At the beginning of Chapter 9 look for some crates on the right side behind the lift Bonus: Sweepers and Snipers will remain on the ground for a longer duration Found: After the initial phase of the Madame Hydra fight bust through the door and head up the stairs at the first intersection. This should get Cap to the balcony where she was firing from. Bonus: All attacks will do more damage to Sweepers and Snipers Basic ----- Found: Chapter 2 in the room with the first AA gun. Its to the right of where the Snipers appear Bonus: Grunts and Spartans will remain stunned for a longer duration Found: Chapter 3 Under the sniper's nest in the barn Bonus: Grunts and Spartans will reamin on the ground for a longer duration Found: Chapter 3 on a large crate in the Motor Pool near two destroyable generators in the center of the area (a small wooden plank connects two of the crates) Bonus: All attacks will do more damage to Grunts and Spartans Warden ------ Found: In chapter 6 its in the first room of the laboratory on a desk to the right Bonus: Wardens will remain stunned for a longer duration Found: The hall to the left of the room with Cap's belt in Chapter 6 Bonus: Wardens will remain on the ground for a longer duration Found: Chapter 10 Through the door on the left in the hall where Madame Hydra escapes Bonus: All attacks will do more damage to Wardens Found: Chapter 11 near the AA cannon in the trench at the beginning Bonus: A Crippling Strike will cause the Warden's equipment to explode Scorcher -------- Found: In the Motor Pool room with snipers where Cap must platform in the rafters (Chapter 3) Bonus: Scorchers will remain stunned for a longer duration Found: Chapter 7 at the top of the sniper tower after rescuing Bucky Bonus: Scorchers will remain on the ground for a longer duration Found: At the missile turret in Chapter 7 where Cap protects the train (its near the back wall) Bonus: All attacks will do more damage to Scorchers Found: At the beginning of chapter 15, platform over the fire and take the first right to find the schematic on a table. Bonus: A Crippling Strike will cause the Scorcher's equipment to explode Screamer --------- Found: To the right after the second Screamer fight in Chapter 8 Bonus: Screamers will remain stunned for a longer duration Found: After entering East Bastion turn the corner and look on the table to the right (Chapter 11) Bonus: All attacks will do more damage to Screamers Found: Chapter 12 in the room leading to train direction puzzle Bonus: Screamers will deflect the shield closer to Cap's position Found: Chapter 15 after using the Sewers to reach the Tank Path, turn around and look for a platforming sequence that leads to an AA Cannon. While looking at the cannon platform to the left. Cap will be able to pick up some intel along the way. You should see the schematic in the distance but if you try to platform to it Cap will fall unless the shield is tossed to release a pole. Bonus: A Crippling Strike will cause the Screamer's equipment to explode *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Ceramic Eggs [6.4] *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 1. At the beginning of 1st level turn around and destroy crate 2. Chapter 2 hall enemies exited from after platforming sequence 3. Chapter 2 room after platforming sequence where fight occurs left of key pad 4. Ch 2 Library room accessed after using keypad after defeating shielded guards look to the right near over turned table at top of short stairs 5. ch 2 library 3rd floor of room with aa generator 6. Turn around at beginning of ch 3 7. Ch. 3 after first fight right side of battlefield at top of stairs 8. Ch 3 after leaving the bunkhouse defeat a group of enemies then a second group of two look for a small path to the right of truck 9. Ch 3 right of barn entrance 10. Ch 3 Motorpool table between two truck below sniper 11. Ch 3 Motorpool top of stairs at back of area 12. Ch 3 motorpool rafter platforming 13. Ch 3 Motorpool after platforming in rafters head to open door and do it again this time when above the area where the egg is turn around at the second bar and you can jump to the egg. 14. Ch 3 motorpool top floor after platforming and decoding on table 15. same as above except on floor and near file cabinet at exit 16. Ch 3 beside a truck just outside lift to estate roof top (ch 4) 17. Heading up path to estate roof top look for a alternate path to left 18. Chapter 6 at first fight after escaping and platforming 19. Chapter 7 an empty cell found by taking the right path at beginning of the chapter 20. Ch 7 empty cell 2nd floor 21. ch 9 bottom of stairs on left 22. Ch 10 head to the right side of the path at top of stairs to find egg on table and sewers entrance 23. ch 10 Madam hydra boss fight on right side 24. See above 25. After initial phase of Madame Hydra fight bust through the door and head up the stairs at the first intersection. This should get Cap to the balcony where she was firing from. 27. Near the door where Madam Hydra escapes to after fleeing initial encounter 28, 29, 30. First door in hall where Hydra escapes 31, 32 door closest to gate where hydra escapes (also has alternate path) 33. Trophy room of ch 10 madame Hydra fight 34. Look to the right after exiting Trophy Room 35. can't miss it on the floor after the tropy room hydra fight 36. Look to the left after m. hydra fight and climbing stairs 37. First left up on enter East Bastion in ch 11 near sewers entrance 38. Pass through door next to train after seeing Red Skull, take first left in subsequent hall egg a sewer entrance 39. ch 12 sewer entrance when heading toward the train puzzle 40. Small table to left of 2nd charge site 41. Bathroom in ch 13 near 2nd charge site 42. other bathroom in ch 13 near 2nd charge site 43. Ch 13 at 3rd explosion site slide down cable to area below destroyable fan egg is on platform below fan 44. Cha 15 after defeating screamer slide down cable and look for opening in mountain side. 45. Ch 15 after platforming sequence out side at base of stairs 46. Ch 15 climb stairs near 45 47. ch 15 beside AA gun at point where just missed red skull 48. Sewers near Joliet entrance 49. Use the sewers in ch 15 to reach the tank path turn around and find the egg on the ground near a truck 50. After retrieving the Egg on the tank path described above and getting any other collectibles it will be time to proceed with the story. On the right there should be a door that will allow Cap to reach the Courtyard. Opposite that door is a stairwell leading to the Sewers. Next to the door is an Egg. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* ------------------------------------------------------------------------------- C H A L L E N G E [7.0] ------------------------------------------------------------------------------- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Overdue Penalties *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Gold: 2:00 to shush the crowd within for a special place in Special Collections Silver: 4:00 to cancel their cards for a footnote in the Periodicals Bronze: 10:00 to enjoy some milk and cookies in the Children's Collection oldschool's Best: 1:08 There are four waves of enemies. Each wave will have more and more difficult combatants. To begin the first two waves are simply grunts with tasers. The last two waves will also include Snipers and Spartans. Simply move from enemy to enemy attacking, countering, and evading when necessary. This is an easy gold. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Hedge Maze *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Gold: 4:00 to recover the ceramic eggs Silver: 6:00 to put the poultry in the party coop Bronze: 10:00 to enjoy the afternoon and have this for a parting gift Captain America does not have any offensive skills during the majority of this challenge. He must move through the maze picking up a total of 27 ceramic eggs. When encountering one of the enemies be sure to evade and run. The only time Cap's attacks will work is if a ceramic hen is found. Then we can turn the table on all the chasers. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Up and Up *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Gold: 1:30 to reach the top of the missile and stop the madness Silver: 2:00 to reach the summit and shush the naysayers Bronze: 10:00 to whistle while you wistfully wander through your work This challenges tests Caps acrobatic/platforming skills. The goal is to reach the top of the missile and destroy it. Cap will be using poles and beams to swing up to the top. Sounds easy enough, right? Well the trick is there are Snipers that are shooting at Cap at regular intervals. Get hit too much and the challenge is over. To start move straight ahead and grab the beam to the left. Go to the end of the beam and jump to the pole. From this point to the top precise taps of X are needed to avoid being hit by bullets. When arriving at poles on the ends of the column be ready to change swing directions. By this I mean if you arrived on the pole from the right Cap will need to change directions and go back the way he came but on a higher set of poles. Reach the top and knock out the two Snipers. Now we can successfully place the charge and prevent this weapon from causing harm. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Prisoners of War *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Gold: 4:30 to swiftly put all shooters out of commission Silver: 6:00 to more cautiously get the job done Bronze: 10:00 to take your time and enjoy the scenery. oldschool's best: 4:10 Prisoners of War measures your ability to deflect bullets. The entire challenge requires appropriate taps of L1 to send bullets back to the place they started. Once a group of enemies is downed by their own fire swing to the next platform where more Snipers sit. I shouldn't say Snipers because Cap will also need to deflect fire from some Scorchers and Madame Hydra along the way. The Scorchers will require two deflections per enemy and may require an evade if the attack icon is red. The numbers in each set of enemies are: Wave 1: 3 Snipers Wave 2: 6 Snipers Wave 3: 6 Snipers Wave 4: 1 Scorcher Wave 5: 1 Scorcher Wave 6: 2 Snipers and Madame Hydra (2 deflections) Wave 7: 2 Snipers and Madame Hydra (2 deflections) *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Ballroom Blitz *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Gold: 5:00 of staying alive Silver: 4:00 of swinging survival Bronze: 1:00 to 4:00 worth of fancy footwork Oldschool's best 5 minutes If you want to be a real Super Soldier try this one without using the missile launcher. Otherwise if you want a quick and easy gold, evade the first couple of shots by the two initial Scorchers and move to the missile turret. Use it to destroy anything that walks through any of the three doors. This is also a good place to get the remaining needed to acquire the trophy for defeating 101 specialized enemies. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Domo *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Gold: 3:00 to find all of Zemo's artifacts Silver: 4:00 collecting all Zemo's neglected knickknacks Bronze: 10:00 to really bully about the place finding Zemo's elusive baubles Oldschool's best 2:17 There are five artifacts to find located on levels. The bottom level has one. Defeat the enemies at this level then move to the shiny shield marker to open gate revealing the artifact. Go up the stairs to open the second gate. Inside will be two Spartans Cap should defeat before picking up artifact number two. Platform up to level three and take out the enemies. Watch for the Sniper on the back left. When the gate opens for the third artifact, Cap will find a Screamer. Take him out and grab the heirloom. Platform up to the fourth gate. Open it and perform a Critical Strike on the Warden. Grab this piece and continue up. Fight off the Foreign Interns and Snipers quickly without using any Focus Powers. Open the gate and take out the two Scorchers with quick Critical Strikes and grab the last artifact. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Bunkhouse Blitz *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Gold: 4:00 to defeat all enemies for a pitcher of watering hole fame Silver: 5:00 to clear the juice joint for a pint's worth of Bronx cheer Bronze: 10:00 to speak easy, sweeping those sinkers off their feet and clamping some closure on their capricious caper oldschool's best 2:58 Cap will just face four waves of enemies. Each wave will have a variety of Snipers, Grunts, Spartans, and Scorchers. The key is to watch for times to deflect and use the Focus Powers wisely. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Triptych *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Gold: 4:00 to shut down 3 burly 'bots Silver: 6:00 to stretch a bit before beating up some 'bots Bronze: 10:00 to toy with your prey for fun and parlance oldschool's best 3:54 By far this was the most difficult challenge for me. The rate limiting step is defeating Zola. Unless there is a more effective way to eliminate Zola, you will have to be nearly flawless to achieve the gold time. My approach was to eliminate the guards as I could, especially the very annoying Snipers. A quick double tap of R2 at the beginning will help with this. Next approach Zola and instigate an attack. Once the attack is started press Circle to counter if yellow (followed by another counter because Zola always throws two punches when yellow) or X to evade if red. This will build Cap's Focus Meter. Once the meter is full initiate a Super Soldier power and punch non stop. Once the Focus Power is about depleted back away then move in to attempt to build up the meter again. So the pattern is move to Zola punch, dodge/evade, then back to Zola for a punch. This should be repeated until the Focus Meter allows for a power. Once Zola's health is depleted rapidly tap Triangle to finish him. The main issue I had with time is that the animation for defeating Zola also takes a couple of seconds. So Zola is without health but hasn't fallen. I beat this challenge with a silver several time with times of 4:01 to 4:05 mostly because during each fight a couple seconds tick away during the winning animation. The goal is to take no more than 1:20 on each wave. If any one wave runs too much over that time the other waves will have to be perfectly fought. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* The St. Vitus Dance *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Gold: 3:00 to decimate all waves without being defeated Silver: 4:00 to humiliate all enemies without dropping Bronze: 10:00 to sit back and enjoy that wacky waltz of war oldschool's best 2:01 This challenge is another one where we try to defeat enemies quickly. There are three waves. Each wave has at least one Screamer. The later waves will have more and will contain a couple of Wardens. The rate limiting step during this challenge will be defeating the Screamers in a timely manner. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Roboto *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Gold: 4:00 to recalibrate their sprockets for sockets Silver: 6:00 to tune them up and still have something to write home about Bronze: 10:00 to really show them just how a Langstrom 7 inch wrench will work on a Findlay sprinkler head oldschool's best 3:32 Cap will face three waves of enemies during this challenge. The first will have several easily defeated enemies and a single Warden. To build the Focus Meter try to counter as many attacks as possible. The next wave will include Armin Zola and a bunch of nobodies. In fact, Zola may take out most of the nobodies with one of his ground smashes. The last wave pits Cap against the nobodies and Iron Cross. Again the quicker you can build the Focus Meter the quicker the robots are defeated. If you can make it to a Super Soldier ability it will work well to put a dent in the opponents. This is why it is so critical that during the Iron Cross fight you deflect as many of his initial ranged blasts as possible. Then move in for constant melee attacks. This puts Cap at risk for Iron Cross' nasty counters so be constantly prepared to evade. When enough damage is done, Iron Cross drops to a need unleash constant punches and kicks. Then when he gets up use a Super Soldier Focus Attack if available. The key is to attack constantly mixed with timely evades/deflections. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* ------------------------------------------------------------------------------- T R O P H I E S [8.0] ------------------------------------------------------------------------------- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* The First Avenger ----------------- -Platinum -Complete all Trophies Grace Under Pressure -------------------- -Bronze -Achieved perfect timing x 5 while platforming Back to the Basics ------------------- -Silver -101 Grunts defeated Snipe Hunt ---------- -Bronze -25 Snipers Defeated Who's the Bully Now? -------------------- -Silver -101 advanced enemies defeated And They All Fall Down ---------------------- -Bronze -4 Enemies KO'd with a single Focused Shield Throw Unfriendly Fire --------------- -Bronze -10 Enemies defeated with a weaponized enemy There Goes The Neighborhood --------------------------- -Silver -All AA cannons destroyed Snap Together Soldiers ---------------------- -Bronze -1st Enemy Schematic collected Deconstruction -------------- -Bronze -All enemy Schematics collected Sewer Rat --------- -Bronze -All 12 Sewer entrances found Need a Hand? ------------ -Bronze -50 Statues destroyed Hello God? It's Me, Zemo ------------------------ -Bronze -1st Zemo Diary collected Two Hands and a Sword --------------------- -Silver -All Zemo Diaries collected 24 Frames a Second ------------------- -Bronze -Found Zola Reel Slide Show Symphony -------------------- -Silver -All Zola Reels collected He Hates These Cans! -------------------- -Bronze -Caused 500 objects to explode Beautiful Mind --------------- -Bronze -13 Enigma Keypads decrypted Peaches 'n Cream ----------------- -Bronze -5 Successful C3 placements Put a Ring On It ---------------- -Bronze -3 mortar strikes successfully directed Calling the Folks ----------------- -Bronze -5 HQ Radios located and used Eggman ------ -Bronze -50 Ceramic Eggs collected Four Score and Seven --------------------- -Bronze -1776 Intel Points collected Star Spangled Superhero ----------------------- -Gold -25000 Intel Points collected Trench Foot ----------- -Bronze -Completed Prologue: Come and See Just Stood There ----------------- -Bronze -Completed Chapter 1: Stand Alone Together Overdue Notice --------------- -Bronze -Completed Chapter 2: The Flemish Farm Trojan Splinters ---------------- -Bronze -Completed Chapter 3: The Wooden Horse Send a Post Card ----------------- -Bronze -Completed Chapter 4: The Secret Journey Fully Operational ----------------- -Bronze -Completed Chapter 5: The Big Red One Existential Dilema ------------------ -Bronze -Completed Chapter 6: Camus and the Fly Real Men Read Ulysses --------------------- -Bronze -Completed Chapter 7: Icarus and Daedalus Down in the Lab ---------------- -Bronze -Completed Chapter 8: To Have and Have Not Touchdown ---------- -Bronze -Completed Chapter 9: The Longest Yard Taming of the Shrew ------------------- -Bronze -Completed Chapter 10: Keep Your Powder Dry Pleasant Stroll --------------- -Bronze -Completed Chapter 11: They Were Expendable Train to Catch -------------- -Bronze -Completed Chapter 12: Red Ball Express Unnatural Resources ------------------- -Bronze -Completed Chapter 13: The Small Back Room High and Low ------------ -Bronze -Completed Chapter 14: Hell is for Heroes Holding the High Note ---------------------- -Bronze -Completed Chapter 15: When Trumpets Fade Tank Me Later ------------- -Bronze -Completed Chapter 16: Church on Time Science and Spirit ------------------- -Bronze -Completed Chapter 17: The First of the Few The Big Sleepover ------------------ -Gold -Completed the 18th Chapter: Went the Day Well To Your Credit -------------- -Bronze -Viewed the Credits to completion Testing Waters -------------- -Bronze -1 Challenge Mode Completed Tourist -------- -Bronze -All Challenge Modes Completed Window Shopper --------------- -Bronze -All Challenge Modes unlocked Begin a Trend -------------- -Bronze -1st Gold awarded in a Challenge Mode Freedom on a Roll ----------------- -Bronze -50% Golds awarded in Challenge Mode Can't Stand Any Higher ----------------------- -Gold -100% Golds awarded in Challenge Mode Pow, Right in the Kisser! ------------------------- -Bronze -Performed 50 Crippling Strikes *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* ------------------------------------------------------------------------------- L E G A L I T I E S [9.0] ------------------------------------------------------------------------------- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. E-mail: oldschoolwv312 at yahoo dot com Copyright 2011 Jason Fryer a.k.a oldschool312