Manx’s Superhero League of Hoboken Walkthrough, v. 1.3

Revision History-

1.3 – Added to the General Advice section. General revising
and editing for walkthrough and party member descriptions.

Table of Contents

1. Basic Knowledge
2. Walkthrough
3. Hero List
4. Armaments List
5. 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. 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. But with hard work, determination, and this
walkthrough, you might just be able to guide your ragtag band
of misfits back to greatness.

General Advice-

Save your game each time you start a new set of missions, and
use a separate save file in case you get stuck or need to start
over.

MONEY, ITEMS AND EXPERIENCE POINTS ARE FINITE RESOURCES. In
most RPGs you can fight as many random battles as you want
and always be guaranteed more, and buy as many of any item
as you can afford knowing there’s always more. In this one,
after a certain number of random battles in a particular
sector of the map screen you’ll have gotten rid of all the
baddies and won’t have any more random battles there. Also
there’s only one of each isotope, food item, weapon and piece
of armor in this game. What this means is the game doesn’t
reward experimenting. Decide early on who to put in your party
and keep them there, and be picky about the items and services
you buy, and how you dole out power-ups.

You heal by using the “rest” command. You can do this a number
of times equal to the number of members your current party
is allowed, and it’s refilled by going back to headquarters.
After using the “rest” command you have to wait until after
you’ve had at least one combat to use it again, though.

You get an experience point reward for visiting every square
in a given map screen. It gets bigger with each screen you
completely fill in.

Whenever a character passes a million experience points they
get an award called a Mil Marker that protects them from the
first hit they take in each subsequent battle.

Every part of the game consists of five missions. One of them
will always be stopping your archenemy, Dr. Entropy. The other
ones will always give you some item you need to get to him,
but it’s not always automatic. Check the screen to see if
there’s a new item sitting around after completing an
objective.

You can usually afford to sell off your crummy old weapons
for a little 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 none 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. Each is only good for one hero, so make sure
you give it to somebody you’re going to keep. 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

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 (attack powers do more
damage), and beef is good for more Brawn (regular attacks do
more damage).

Isotopes: Drinking isotopes makes the drinker develop
secondary super powers, or improve ones they have already,
depending on the color of the isotope. The percentage you have
of a secondary power (max 100) determines how effective it
is.
Blue increases Treading Water, which you need to have at a
certain level to get around flooded territory.
Black increases Put Animals to Sleep, which is effective
against most non-humanoid organic enemies.
Yellow increases Raise Foe’s Cholesterol, which works well
against humanoid organic enemies.
Green increases Cause Root Rot, which is effective on
plant-type enemies, who are really rare, but also some of the
nastiest monsters in the game.
Red increases Induce Rust, which works really well on robots.
The descriptions of the isotopes in stores don’t say “red”
or “black,” they get cutesy and say “ebon” or “brick” or
“jonquil.” Use the “look” button to get specific info when
you shop.

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 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.

2. 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.
Every time you finish a set of missions you’ll get another
slot in your party, 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. Have somebody drink the blue
isotope you find. Somebody you plan on keeping for a while.
The Crimson Tape works fine.

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 money in this game, so why throw it away
when you don’t have to? Beware that there’s as there’s an
encampment of four Suggesters that way, and they can be tough
right at the start of the game.

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 power to get
rid of them, and pick up the rag on the floor. You don’t need
Iron Tummy anymore, so you might consider giving his spot to
a hero with an attack power. I usually go back and switch in
Tropical Oil Man at this point.

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. 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 gun 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’s 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 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 cross-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
in case you need to trick somebody into thinking you’re George
Washington (hey, it’s that kind of game). 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 the only
way to get it is as a dropped item after 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. You might need to level up a few characters to
get enough of a brawn total (a majority of sixth-class
characters seems to be the bare minimum). However you do it
once the bell is raised you’ll sit through a comedy act. 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 heroes the most. You
can now put Princess Glovebox in your party, but she’s really
not that tough and you won’t need her power for a fairly long
time. I recommend putting someone with a useful attack power,
like Captain Excitement, into the new slot in your team
instead.

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. 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 like
loose board, the bust of Buchanan, the uprooted plant, the
pappy outfit, etc. The game will stop you if you try it on
an item that’s still useful. You’ll get a car muffler and a
scarf and that’s all you need him for, though confidentially
you should have him use his power on a couple other items to
get a very useful one. I recommend giving his spot to another
hero, one who’s more help in a fight.

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. 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. 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.
Also put in Princess Glovebox for your first objective.

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’s revealed, and before you leave buy
the silver tube pass from the pawnbroker. If you’ve haven’t
kept Princess Glovebox in your team the whole time and built
her up, go back and switch her out now.

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’ll 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 before it can mess you up. 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’ll probably want to clean
them out before you go alligator hunting. Be prepared to make
a few 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, you’ll fight one at
the first one, two at the second one, and so on. After beating
them all one hero will pick up some gator guano for some
reason. 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 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’s holed up in
the Empire State Building and is planning his most diabolical
scheme ever! Now’s the time to make your team as
combat-prepped as possible. The two new heroes are obscenely
powerful combatants so make room for them right way and get
rid of anybody who isn’t as much help in a fight. Toastbuster’s
power also finally lets you disarm dangerous pizzas, meaning
knowing whether they’re dangerous doesn’t matter anymore, so
swap out Mademoiselle Pepperoni if you’ve been putting up with
her for the sake of her power. And whatever you do make sure
Mighty Magnitude is in your team before you leave because you
finally need his superpower.

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. You’ll be having the
toughest fights in the game here, 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 great 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 by 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 Kong 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
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!

3. Hero List-

The Crimson Tape
Starting stats:
Superhero tenth class
Brawn 14
Brain 30
Tough 5
HP 21
Primary superpower: Create organizational charts
Equipment: Two by four, Ace bandage
Thoughts: You are the mighty leader of the League, with the
awesome power to choose away teams, equip your teammates, dole
out power-ups and do all the thinking for this misbegotten
excuse for a superhero team! Since this is your character,
he has to be in the party at all times. Giving him isotopes
for some extra powers is highly recommended.

The Iron Tummy
Starting stats:
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
Thoughts: His power’s necessary to solve one of the first
puzzles, but after that you’ll never need it again. I tend
to give his slot to Tropical Oil Man to have someone with an
attack power. Nonetheless he’s fairly tough and you might
consider giving him a front spot in the team.

Robomop
Starting stats:
Superhero tenth class
Brawn 25
Brain 4
Tough 8
HP 33
Primary superpower: Clean almost any mess
Equipment: Pointy stick, rubber gloves
Thoughts: Robomop is a pretty tough character for early in
the game and usually takes up one of the front spots in my
team. His power also allows him to clean off dirty pizza boxes
so Mademoiselle Pepperoni can use her power on them, so he’s
worth keeping around.

Mademoiselle Pepperoni.
Starting stats:
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
Thoughts: You know how in some old RPG’s defeated enemies
leave chests that hold extra goodies, but might be trapped?
Well in this game they leave pizzas with extra goodies that
might be trapped. Without her around, you’ll have no idea
which are which. She’s not a great fighter, but since money’s
a finite resource, odds are soon you’ll be glad for any chance
to get more that comes along. Usually worth keeping around
until the final mission, and possibly giving some attack
powers to give her something to do in fights.

Tropical Oil Man
Starting stats:
Superhero tenth class
Brawn 3
Brain 11
Tough 1
HP 13
Primary superpower: Increase Foe’s Cholesterol
Equipment: Spitball shooter, sunglasses
Thoughts: Tropical Oil Man is one of only two characters who
start the game with an attack power. I usually give him a spot
in the team once I don’t need Iron Tummy anymore.

Captain Excitement
Starting stats:
Superhero tenth class
Brawn 2
Brain 13
Tough 3
HP 14
Primary superpower: Put Animals to Sleep
Equipment: Paddleball set, Nerf earmuffs
Thoughts: As with Tropical Oil Man, one of the only characters
to start the game with an attack power. Worth considering for
a space as you get deeper into the game and are allowed more
heroes in your active team, especially if you’re being cheap
and spending money on stuff besides isotopes.

Treader Man
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
Joins: For the second set of missions.
Thoughts: Unless you’re planning to waste a lot of money on
blue isotopes, you’ll need Treader Man around for a large part
of the game to take advantage of the mobility he provides to
enter flooded terrain. With how cheap this game is with
experience points, I always keep him around just because of
how many levels he’ll have built up by the time you don’t need
his power to get around anymore.

Oxide Man
Starting stats:
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
Joins: For the third set of missions.
Thoughts: As a fighter he’s nothing to write home about, but
Oxide Man has a power it’s hard to find a good isotope for,
and he MURDERS robots with it. Since they tend to show up in
groups, he’s definitely worth a slot in the party. I always
thought he was the odd man out of the other characters for
having a power that didn’t sound weird or goofy.

Princess Glovebox
Starting stats:
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
Joins: For the fourth set of missions.
Thoughts: Like Iron Tummy, Princess Glovebox has a power
that’s useful for solving one puzzle in the whole game.
Strategically you’ll probably have better options, though.

King Midas
Starting stats:
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
Joins: When rescued from Ben Franklin’s house in the fourth
set of missions.
Thoughts: King Midas is pretty much useless compared to the
characters you’ll have by the time he becomes available.
You’ll need his power to get a couple useful items, but that’s
it.

Mighty Magnitude
Starting stats:
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
Joins: For the sixth set of missions.
Thoughts: Mighty Magnitude is a pretty tough customer, and
his power is necessary to solve some puzzles near the end of
the game, so it’s definitely worth leveling him up so he can
pull his weight in those areas. He also comes with Cause Root
Rot, a power it’s hard to find any isotopes for but which is
really helpful against some extremely nasty enemies like
Monster Trees and Ragweed. I always max him out with the
verdant isotope you get in the last area you unlock.

Toastbuster
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
Joins: For the final mission.
Thoughts: Not only is he the strongest character in the game
and able to shrug off hits from most enemies, his power lets
you finally disarm booby trapped pizzas. Put him in the front
of your team, give him your most badass weapons, and you’ll
never regret it.

Zaniac
Starting stats:
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
Joins: For the final mission.
Thoughts: Zaniac’s power isn’t infallible, since once in a
while he’ll spazz out and not use it when you tell him to,
but most of the time it can kill or very nearly kill an enemy
in one shot. With the kinds of battles you’ll be fighting by
the time he’s available, you’ll be glad for that kind of
firepower. It’s a little annoying how you can’t give him any
other powers, but that’s a small price to pay for being able
to one-shot nearly any enemy.

Caped Cod
Starting stats:
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
Joins: After winning a random fight.
Thoughts: By the time you get Caped Cod you’ll already have
enough mobility to get where you need to go. He’s an okay
placeholder character, but you’ll probably have better.

4. Armaments List

Close range weapons-
Arsenic-tipped deer antlers (15)
Billy club (4)
Brass knuckles (16)
Broken bottle (5)
Buffalo whip (9)
Cat-o-9-tails (6)
Cattle prod (10)
Fireplace poker (3)
Ginsu knife (12)
Large chainsaw (35)
Letter opener (3)
Mace (6)
Medium chainsaw (30)
Meat hook (14)
Mini chainsaw (18)
Moby chainsaw (40)
Modified jet engine (75)
Modified joy buzzer (13)
Neutron Sword (20)
Pitchfork (8)
Pointy stick (2)
Rusty nail (3)
Sharpened toothpick (1)
Small chainsaw (25)
Swiss army knife (9)
Tainted hypodermic needle (45)
Tire iron (7)
Trained Doberman (50)
Two-by-four (2)
Weedwacker (10)

Shooting weapons-
Arthritis inflammator (15)
BB gun (6)
Bowel disruptor (20)
Dart gun (5)
Discombobulator (35)
Extra-large rubber band (3)
Fire extinguisher (7)
Gizzard exploder (40)
High power laser (50)
Hip-mounted catapult (25)
La Missile du Mounties (90)
Low power laser (16)
Medium power laser (30)
Paddleball set (3)
Pea shooter (2)
Pitching machine (5)
Plastic boomerang (4)
Saturday night special (11)
Sawed off shotgun (12)
Silly string (8)
Sling shot (4)
Slinky of death (30)
Smart bomb launcher (75)
Spitball shooter (2)
Trained hornets (60)
Vinegar rocket (4)

Head armor-
Asbestos yarlmurka (3)
Concrete mortarboard (20)
Deflector helmet (35)
Football helmet (10)
Motorcycle helmet (7)
Neutron fez (26)
Padded skullcap (5)

Ear armor-
Concrete earmuffs (18)
Cotton balls (1)
Deflector earrings (22)
Force field earrings (14)
Nerf earmuffs (2)
Rubber earmuffs (4)
Steel earmuffs (11)
Tortoise-shell headphones (16)

Eye armor-
Deflector horn rims (8)
Groucho glasses (42)
Impervo contact lens (6)
Plastic Goggles (3)
Reflective visor (10)
Shatterproof monocle (2)
Sunglasses (1)

Hand armor-
Asbestos mitts (4)
Iron thimble (1)
Lead-lined gloves (6)
Oven mitts (2)
Rubber gloves (1)
Smart gloves (40)
Steel-lined gloves (9)
Titanium gloves (32)

Chest armor-
Asbestos apron (13)
Bulletproof vest (12)
Concrete cardigan (27)
High-powered force field (25)
Kevlar vest (28. To get this item have King Midas use his power
on eight useless items)
Lavaproof vest (17)
Low powered force field (10)
Pocket missile defense (30)
Pocket protector (6)
Vomitproof vest (3)

Shoulder armor-
Concrete shoulder pads (18)
Lead-lined cape (15)
Nerf shoulder pads (2)
Rubber cape (5)
Rubber shoulder pads (4)
Steel epaulets (7)
Steel shoulder pads (11)
Studded shoulder strap (5)

Waist armor-
Asbestos fanny pack (5)
Bulletproof sash (8)
Copper cummerbund (13)
Glare-inducing belt (8)
Low-powered repulsion belt (15)
Padded belt (1)
Steel belt (3)
Teflon belt (12)

Groin armor-
Bulletproof briefs (14)
Diamond chastity belt (20)
Deflector undies (33)
Gore-Tex hot pants (2)
Iron jockstrap (9)
Padded jockstrap (5)
Teflon jock strap (24)
Titanium cutoffs (30)

Knee armor-
Ace bandage (1)
Bio-reactor knee splints (34)
Concrete knee pads (18)
Nerf knee pads (2)
Rubber knee pads (4)
Smart Knee Pads (20)
Steel knee pads (11)

Foot armor-
Aerobic shoes (3)
Lead-lined boots (6)
Rocket shoes (8)
Smart boots (13)
Steel galoshes (7)
Steel-lined boots (9)
Suede stealth sandals (17)
Teflon galoshes (12)

5. Legal Stuff-

Superhero League of Hoboken is copyright 1994 Legend
Entertainment.
This walkthrough is copyright The Manx 2005, and may not be
distributed in part or in whole without the express permission
of the author. Any requests to host this guide, corrections,
monetary gifts, marriage proposals, etc., can be directed to
[email protected]