Above and Beyond achievement in Marvel Ult. Alliance 2

Above and Beyond

Collect 200 Team Boosts.

Above and Beyond0
2 guidesOnline/Offline - These achievements can be obtained in either an online or offline game mode.Single Player - These achievements can be obtained by a single player.Cooperative - These achievements can be obtained by two or more players in a cooperative game mode who have met the achievement requirements.Difficulty Specific - These achievements require that the game be played on a certain difficulty level.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

How to unlock the Above and Beyond achievement

  • ShinraAlphaShinraAlpha181,011
    05 May 2011 26 Sep 2010 01 May 2011
    24 0 5
    Here's a list of all the Boosts in the game, and the locations/methods for them, if like me, you like to have something to tick them off on!

    Credit to Gregamouse at GameFAQs for the list, I'm just sharing the love:

    Advanced Combat:
    Conductive I: Electric attacks deal 5 more damage. (DC: Capitol Offense, complete the optional objective)
    Conductive II: Electric attacks deal 10 more damage. (Guard Duty: Hit ‘Em High, water tower across from the first munitions dump)
    Conductive III: Electric attacks deal 10% more damage. (Chem Plant: Cloaked, defeat Bullseye on Legendary)
    Inferno I: Fire attacks deal 5 more damage. (Latveria: Reactors, next to a hologram of Tinkerer after the 3 capacitors)
    Inferno II: Fire attacks deal 10 more damage. (Showdown: Warp Zone, defeat She-Hulk on Legendary)
    Disruption I: +5% damage against Nanite-infected foes. (Prison: Hold The Line, defeat Whirlwind)
    Disruption II: +10% damage against Nanite-infected foes. (Showdown: To The Core, defeat Colossus)
    Disruption III: +30% damage against Nanite-infected foes. (Prison: Going Negative, defeat Equinox on Legendary)
    Energized I: Energy attacks deal 5 more damage. (Chem Plant: Cloaked, defeat Wonder Man)
    Energized II: Energy attacks deal 10 more damage. (Chem Plan: Faceoff, defeat Iron Man)
    Energized III: Energy attacks deal 20% more damage. (Ambush: Faceoff, defeat Luke Cage)
    Frosty I: Cold attacks deal 5 more damage. (NYC: Factory Floor, upper floor in the back corner of a room with one of the munitions piles)
    Frosty II: Cold attacks deal 7 more damage. (Convoy Strike: Rooftops, near to the 5th AA gun inside a water tower)
    Frosty III: Cold attacks deal 10% more damage. (Showdown: Ground Assault, down the hill from the first breakable wall)
    Laceration I: Wounding attacks deal 5 more damage. (Guard Duty: Road Work, behind one of the trucks)
    Laceration II: Wounding attacks deal 10 more damage. (Chem Plant: Cloaked, under the fourth ‘smoke screen’ tank, you must stand on the grating to activate it, as it’s underneath the floor)
    Laceration III: Wounding attacks deal 10% more damage. (Prison: Riot Gear, defeat Bullseye)
    Overpower I: Crushing attacks deal 5 more damage. (NYC: Missing Marvel, defeat Shocker)
    Overpower II: Crushing attacks deal 10 more damage. (Ambush: Faceoff, defeat Captain America)
    Overpower III: Crushing attacks deal 20% more damage. (Prison: Hold the Line, defeat Diamondback on Legendary)

    Attribute:
    Attributes I: +1 to all Attributes. (Guard Duty: Hit ‘Em High, defeat Prodigy)
    Attributes II: +2 to all Attributes. (Prison: Hold the Line, defeat Diamondback)
    Attributes III: +3 to all Attributes. (Chem Plant: Cloaked, defeat She-Hulk on Legendary)
    Focused I: +1 Focus for faster Stamina refill. (Latveria: Reactors, defeat Tinkerer’s Tankbot)
    Focused II: +3 Focus for faster Stamina refill. (DC: Capitol Offense, next to the subway exit of the level)
    Focused III: +5 Focus for faster Stamina refill. (Wakanda: Tribal City, defeat A-Bomb)
    Focused IV: +9 Focus for faster Stamina refill. (Latveria: Reactors, defeat Tinkerer’s Tankbot on Legendary)
    Striker I: +1 to Strike, improving Melee damage. (Hideout Raid: Dock Work, on the cargo ship)
    Striker II: +3 to Strike, improving Melee damage. (Hideout Raid: Inner Base, defeat Hercules)
    Striker III: +5 to Strike, improving Melee damage. (Showdown: Warp Zone, defeat She-Hulk)
    Stiker IV: +20% to Strike, improving Melee damage. (Latveria: Ascension, defeat Scorcher on Legendary)
    Super Tough I: +1 to Body, increasing HP. (NYC: Missing Marvel, behind a wall of breakable boxes next to the security door)
    Super Tough II: +3 to Body, increasing HP. (Guard Duty: Road Work, defeat Multiple Man)
    Super Tough III: +5 to Body, increasing HP. (Showdown: Ground Assault, behind a T-like structure at a dead end after the first teleported you must destroy)
    Super Tough IV: +25% to Body, increasing HP. (NYC: Factory Floor, defeat Grim Reaper on Legendary)
    Team Tactics I: +1 to Teamwork for more Fusion damage. (Latveria: Urban Warfare, right after the ambush with the Black Widow intel)
    Team Tactics II: +3 to Teamwork for more Fusion damage. (Ambush: Faceoff, defeat Luke Cage)
    Team Tactics III: +5 to Teamwork for more Fusion damage. (Latveria: Urban Warfare, defeat Electro on Legendary)
    Team Tactics IV: +9 to Teamwork for more Fusion damage. (Wakanda: Panther’s Lair, defeat Venom on Legendary)
    Wade's Fav: What more do you need to know? Just use it! (Showdown: Towering Rage, defeat Nick Fury on Legendary)
    Wade's 2nd Fav: +4 to all Attributes. (Showdown: Towering Rage, defeat Nick Fury)
    Basic Combat:
    Destructive I: +1 damage to Melee attacks. Latveria: Ascension, go left when Nick Fury says go right)
    Destructive II: +3 damage to Melee attacks. (Use Aggressive 20 times in conversation)
    Destructive III: +5 damage Melee attacks. (Hideout Raid: Dock Work, defeat Spider-Woman on Legendary)
    Destructive IV: +20% damage to Melee attacks. (Hideout Raid: Inner Base, defeat Hercules on Legendary)
    Precision I: +5% to critical hit on Melee. (Latveria: Reactors, complete the optional objective)
    Precision II: +10% to critical hit on Melee. (Convoy Strike: Truckin’, defeat Lady Deathstrike)
    Precision III: +15% to critical hit on Melee. (Showdown: To The Core, defeat Whirlwind on Legendary)
    Precision IV: +20% to critical hit on Melee. (Use Aggressive 80 times in conversation)
    Strike True I: +5% Melee damage. (DC: Underground Politics, behind and on top of the crashed train, in the very back corner of the upper platform)
    Strike True II: +10% Melee damage. (Prison: Riot Gear, defeat Grim Reaper)
    Strike True III: +15% Melee damage. (Wakanda: Panther’s Lair, defeat Venom)

    Counter Tactics:
    Battle Tested: Crits deal +20% damage/-20% Stamina regen. (Sim Mission: Basic Training, silver)
    Boxer: +15% crit, -99% Power damage. (Sim Mission: Wanton Destruction, silver)
    Brain Trust: 50% Max Stamina, -15% Melee damage. (Sim Mission: Heavy Metal, bronze)
    Brawn Trade: +10% Power damage, -10% Melee damage. (Sim Mission: Countdown, gold)
    Diluted: +20% Stamina regen, -5% Power damage. (Sim Mission: Basic Training, gold)
    Infinity Formula: +20% Stamina Regen. (Heroic Deed, Nick Fury)
    Mob Rule: 15% increase in Melee damage, -15% Focus. (Sim Mission: Pinned, gold)
    Play to Win: 2% chance Powers use no Stamina for 2 seconds. (Sim Mission: Breakout, silver)
    Slow, Steady: Immune to stun, reduce damage dealt by 10%. (Sim Mission: Search and Destroy, gold)
    Liberty: +20% Power damage. (Heroic Deed, Nick Fury)
    Security: +20% Melee damage. (Heroic Deed, Nick Fury)

    Defensive:
    Resist Impact I: +15% resistance to Impact damage. (Latveria: Castle Doom, inside one of the windows that enemies jump out of)
    Resist Impact II: +30% resistance to Impact damage. (Prison: Going Negative, after you battle Equinox, in one of the side rooms that was previously closed off)
    Physicality I: +10% resistance to all Physical damage. (Showdown: Ground Assault, defeat Wonder Man)
    Adaptive: Reduce all incoming damage by 3. (Ambush: Containment, defeat Multiple Man on Legendary)
    Deflection I: +7% to deflect projectile attacks. (NYC: Missing Marvel, blow up everything in the room where you find Ms. Marvel)
    Deflection II: +14% to deflect projectile attacks. (Hideout Raid: Inner Base, defeat Cable)
    Deflection III: +21% to deflect projectile attacks. (Convoy Strike: Jacked Up, defeat Yellowjacket on Legendary)
    Deflection IV: +28% to deflect projectile attacks. (Prison: Riot Gear, defeat Grim Reaper on Legendary)
    Evade I: +3% to evade, avoiding all damage done. (Use Defensive 4 times in conversation)
    Evade II: +11% to evade, avoiding all damage done. (Use Defensive 36 times in conversation)
    Evade III: +14% to evade, avoiding all damage done. (Ambush: Faceoff, defeat Captain America on Legendary)
    Riposte I: When dodging, deal 10% of damage avoided. (Use Defensive 56 times in conversation)

    Elemental:
    Ice Strike I: +1 Cold damage to each Melee attack. (NYC: Factory Floor, defeat Grim Reaper)
    Ice Strike II: +3 Cold damage to each Melee attack. (Ambush: Containment, defeat Firestar)
    Ice Strike III: +9 Cold damage to each Melee attack. (Base Def.: Overloaded, defeat Bishop on Legendary)
    Dry Heat: +20% to all Fire damage. (Ambush: Containment, defeat Patriot on Legendary)
    Ionic Attack I: +1 Energy damage to each Melee attack. (Hideout Raid: Dock Work, defeat Spider-Woman)
    Ionic Attack II: +3 Energy damage to each Melee attack. (Base Def.: Overloaded, defeat Bishop)
    Ionic Attack III: +5 Energy damage to each Melee attack. (Ambush: Containment, defeat Dagger)
    Ionic Attack IV: +9 Energy damage to each Melee attack. (Chem Plant: Cloaked, defeat Wonder Man on Legendary)
    Fire Strike I: +1 Fire damage to each Melee attack. (NYC: Factory Floor, complete the optional objective)
    Fire Strike II: +3 Fire damage to each Melee attack. (Sim Mission: How Are De Ducks?, gold)
    Fire Strike III: +5 Fire damage to each Melee attack. (Chem Plant: Cloaked, defeat Molten Man)
    Fire Strike IV: +9 Fire damage to each Melee attack. (Chem Plant: Cloaked, defeat Molten Man on Legendary)
    Shock Smash I: +1 Electric damage to each Melee attack. (Base Def.: Safe Harbor, defeat Black Widow)
    Shock Smash II: +3 Electric damage to each Melee attack. (Chem Plant: Cloaked, defeat Bullseye)
    Shock Smash III: +5 Electric damage to each Melee attack. (Showdown: Warp Zone, defeat Firestar)
    Shock Smash IV: +9 Electric damage to each Melee attack. (NYC: Missing Marvel, defeat Shocker on Legendary)

    Fusion:
    Cape Killer I: +50% more Fusion after hitting a boss. (Chem Plant: Cloaked, defeat War Machine on Legendary)
    Cape Killer II: +100% more Fusion after hitting a boss. (Use Aggressive 56 times in conversation)
    Fusion Star: An addition Fusion Star. (DC: Underground Politics, straight forward from the entrance past the intersection where Deadpool turns to go fight)
    Fusion Combo I: Raise Fusion on pop-up, trip, stun by 1. (Use Diplomatic 80 times in conversation)
    Fusion Combo II: Raise Fusion on pop-up, trip, stun by 2. (Guard Duty: Hit ‘Em High, defeat Prodigy on Legendary)
    Fusion Combo III: Raise Fusion on pop-up, trip, stun by 3. (Chem Plant: Cloaked, defeat Mr. Fantastic on Legendary)
    Hands On I: Raise Fusion on grappling by 1. (Base Def.: Safe Harbor, behind the building the helicopter crashes into)
    Hands On II: Raise Fusion on grappling by 2. (Chem Plant: Cloaked, defeat Iron Man on Legendary)
    Kinetic Melee: +3 Energy Melee, +1 Fusion on throws. (Heroic Deed: Gambit)
    Momentum I: +50% more Fusion on destruction, KOs. (Use Diplomatic 20 times in conversation)
    Momentum II: +100% more Fusion on destruction, KOs. (Sim Mission: Heavier Metal, gold)
    No Mercy: +2 to Teamwork. (Heroic Deed: Iron Man)
    No Surrender: +3% Energy resist, +3% to crit. (Heroic Deed: Captain America)
    Play Rough: +3 to Teamwork, +1 Fusion on grabs. (Heroic Deed: Daredevil)
    Rebel Yell: +10% resistance to Mental damage. (Hideout Raid: Inner Base, defeat Cable on Legendary)
    Synchronized I: +50% more Fusion on double Powers hit. (Use Diplomatic 36 times in conversation)
    Synchronized II: +100% more Fusion on double Powers hit. (Use Diplomatic 56 times in conversation)
    Vay-Yay: +2 to Teamwork, +25% Energy damage. (Heroic Deed: Gambit)

    Powers:
    Draining I: Absorb 10% of Melee damage as Stamina. (Latveria: Castle Doom, in plain sight after the area where enemies jump out of windows)
    Draining II: Absorb 15% of Melee damage as Stamina. (Convoy Strike: Rooftops, defeat Songbird)
    Draining III: Absorb 20% of Melee damage as Stamina. (Ambush: Showdown, defeat Iron Fist
    Powerful I: +1 to Powers damage. (Hideout Raid: Going Deep, inside the second garage on a fly-only walkway)
    Powerful II: +3 to Powers damage. (Wakanda: Jungle, after the 4th mercenary cannon, immediately to the right in the shrubs after the barrier)
    Powerful III: +5 to Powers damage. (Prison: Riot Gear, defeat Bullseye on Legendary)
    Powerful IV: +9 to Powers damage. (Latveria: Ascension, defeat Wizard on Legendary)
    Power Up I: +5% damage with Powers. (Use Aggressive 4 times in conversation)
    Power Up II: +10% damage with Powers. (Use Aggressive 36 times in conversation)
    Power Up III: +15% damage with Powers. (Ambush: Containment, defeat Iron Fist on Legendary)
    Power Up IV: +20% damage with Powers. (Prison: Hold the Line, defeat Molten Man on Legendary)
    Reserves I: +18 max Stamina. (DC: Hallowed Ground, defeat Titanium Man)
    Reserves II: +32 max Stamina. (Ambush: Containment, defeat Multiple Man)
    Reserves III: +46 max Stamina. (Chem Plant: Faceoff, defeat Mr. Fantastic)
    Reserves IV: +100% max Stamina. (DC: Hallowed Ground, defeat Titanium Man on Legendary)

    Resistance

    Unstoppable: +15% resistance to Impact Dmg — Heroic Deed, Juggernaut
    Fire Proof I: Resist 15% of Fire Dmg — Ascension
    Fire Proof II: Resist 30% of Fire Dmg — Hold the Line
    Resist Cold I: Resist 15% of Cold Dmg — Going Negative
    Resist Cold II: Resist 30% of Cold Dmg — Containment (Legendary)
    Resist Crush I: Resist 15% of Crushing Dmg — Urban Warfare
    Resist Crush II: Resist 30% of Crushing Dmg — Warp Zone
    Resist Electric I: Resist 15% of Electric Dmg — Urban Warfare
    Resist Electric II: Resist 30% of Electric Dmg — Push Back
    Resist Energy I: Resist 15% of Energy Dmg — Riot Gear
    Resist Energy II: +30% resistance to Energy Dmg — Push Back (Legendary)
    Elementalist II: Reduce incoming Elemental Dmg by 20% — Ground Assault (Legendary)
    Physicality II: +20% resistance to all physical Dmg — Containment (Legendary)

    [edit] Special combat

    Critical Pain I: +10% to critical Dmg — Road Work
    Critical Pain II: +25% to critical Dmg — Road Work (Legendary)
    Critical Pain III: +40% to critical Dmg — Rooftops (Legendary)
    Critical Pain IV: +55% to critical Dmg — Traffic Jam (Legendary)
    Devouring I: +1 hit point after knocking out a foe — Jail Break-in
    Devouring II: +5 HP after stunning a foe — Panther's Lair
    Devouring III: +5 HP after a pop-up — Warp Zone
    Devouring IV: +5 HP after tripping a foe — Containment
    Elementalist I: Reduce incoming Elemental Dmg by 10% — Jungle
    Personal Space: Immune to grapple — Sim mission
    Second Wind: While blocking, regenerate small % of HP — Ground Assault (Legendary)
    Untouchable I: While blocking, attackers take 1 Dmg — Diplomatic Attitude
    Untouchable II: While blocking, attackers take 3 Dmg — Tribal City
    Untouchable III: While blocking, attackers take 5 Dmg — Ground Assault
    Untouchable IV: While blocking, attackers take 9 Dmg — Defensive Attitude
    Vampiric melee: +4 HP with every melee attack — Warp Zone (Legendary)


    Status Effects:
    Deep Cold I: 10% to freeze a chilled target. (Showdown: To The Core, defeat Whirlwind)
    Deep Cold II: 25% to freeze a chilled target. (Convoy Strike: Truckin’, defeat Lady Deathstrike on Legendary)
    Killer Instinct I: +10% to critical damage on Melee. (Wakanda: Tribal City, defeat Justice)
    Killer Instinct II: +25% to critical damage on Melee. (Base Def.: Safe Harbor, defeat Black Widow on Legendary)
    Overload I: 125% more Fusion on trip, stun, pop-ups. (Hideout Raid: Detour, next to a White Star before the generators)
    Overload II: 200% more Fusion on trip, stun, pop-ups. (Base Def.: Overloaded, in the very first room you fight Bishop in)
    Precise Daze: 50% to stun foe on critical. (Convoy Strike: Jacked Up, defeat Yellowjacket)
    Precise Force: 50% to knockback foe on critical. (Guard Duty: Traffic Jam, defeat Goliath)
    Stunning Finish I: Stunned targets take 150% damage. (Wakanda: Tribal City, defeat Justice on Legendary)
    Stunning Finish II: Stunned targets take 200% damage. (Wakanda: Panther’s Lair, defeat Green Goblin on Legendary)

    Superior Training:
    Aggressive Hits: +1 HP per KO, +3 Focus. (Heroic Deed: Songbird)
    Chaotic Melee: +5% to dodge, +1 Strike. (Heroic Deed: Deadpool)
    Combat Trained: +3% to critical, +3% dodge. (Heroic Deed: Ms. Marvel)
    Dense Skin: Reduce all damage taken by 3, +3 Body. (Heroic Deed: Luke Cage)
    Focused Chi: +5% to critical, +5% max Stamina. (Heroic Deed: Iron Fist)
    Fueled By Pain: +3 HP per KO, +7% max Stamina. (Heroic Deed: Penance)
    Hard To Hit: +3% to dodge, +1 Body. (Heroic Deed: Spider-Man)
    Hot Head: Resist 5% of Fire damage, +1 Body. (Heroic Deed: Human Torch)
    Icy Precision: +3% to critical, +5 Focus. (Heroic Deed: Iceman)
    Insight: Raise Power damage by 3%, +1 Focus. (Heroic Deed: Mr. Fantastic)
    Oppressor: +1 Strike, Melee deals 5 Crushing damage. (Heroic Deed: Hulk)
    Phoenix Force: +5% Powers damage, +5% Fire damage. (Heroic Deed: Jean Grey)
    Practiced: Raise max Stamina by 3%, +1 Focus. (Heroic Deed: Invisible Woman)
    Radiated Touch: +5 Focus, Melee deals 5 Radiation damage. (Heroic Deed: Green Goblin)
    Rock Skin: Melee deals 1 Crushing damage, +1 Body. (Heroic Deed: Thing)
    Savagery: Melee deals 3 Wounding damage, +5 Strike. (Heroic Deed: Venom)
    Storm Rager: +1 Teamwork, stunned foes take Electric damage. (Heroic Deed: Storm)
    Super Soldier: Resist 5% of Impact damage, +1 to Melee. (Heroic Deed: Captain America)
    Thunder God: Melee deals 3 Electric damage, +3 Strike. (Heroic Deed: Thor)

    Tactical Advantage:
    Active Learner: Resist 5% of Impact damage, +3 Focus. (Heroic Deed: Iron Fist)
    Alien Hunger: +5 HP per KO, +7 Body. (Heroic Deed: Venom)
    Asgardian Vigor: Resist 5% of all damage, +3 Body. (Heroic Deed: Thor)
    Channel Agony: +7% of Energy damage dealt, +5 Focus. (Heroic Deed: Penance)
    Clever Fighter: +1 Teamwork. (Heroic Deed: Spider-Man)
    Cosmic Battery: +3% to Energy attacks, +5% vs Energy. (Heroic Deed: Ms. Marvel)
    Fantastic Team: Raise Fusion gain by 3%, +1 Teamwork. (Heroic Deed: Invisible Woman)
    Feral Rage: Power deal 3% more damage, +1 Strike. (Heroic Deed: Wolverine)
    Frost Strikes: +5% Powers damage, +5% to critical. (Heroic Deed: Iceman)
    Gamma Energy: +1 Body, +1% to rage during Melee. (Heroic Deed: Hulk)
    Good Memory: +3% XP, +3% max Stamina. (Heroic Deed: Iron Man)
    Hot Foot: Melee deals 1 Fire damage, +1 Focus. (Heroic Deed: Human Torch)
    Hungry Melee: +4 to Strike, Melee attacks drain 3 HP. (Heroic Deed: Green Goblin)
    Lethal Tactics: +5% to damage, +5% to critical. (Heroic Deed: Wolverine)
    Living Weapon: +1 to Body, Melee deals 1 Wounding damage. (Heroic Deed: Deadpool)
    Malleable: Raise Power damage by 3%, +1 Body. (Heroic Deed: Mr. Fantastic)
    Quick Learner: Raise XP gained by 5%, +3 Focus. (Heroic Deed: Daredevil)
    Strategist: Raise max Stamina by 5%, +3 Focus. (Heroic Deed: Songbird)
    Street Scrapper: +5% to stun on Melee, +3 Body. (Heroic Deed: Luke Cage)
    Thick As A Brick: Resist 3% of Impact damage, +1 Body. (Heroic Deed: Thing)
    Weather Mind: +3% Electric damage, +1 Focus. (Heroic Deed: Storm)

    Utility:
    Experienced I: Raise experience points earned by 5%. (Base Def.: Push Back, in the ‘main hub’, around the back past where Bishop blows a hole in the blast door)
    Experienced II: Raise experience points earned by 10%. (Convoy Strike: Jacked Up, inside the crumbled building before you encounter Yellowjacket)
    Experienced III: Raise experience points earned by 15%. (Prison: Jail Break-In, the first corridor past the teleporter room when chasing Cmdr. Hill)
    Mighty I: Grants Might to the team. (Ambush: Containment, defeat Colossus)
    Mighty II: Grants Super Might to the team. (Chem Plant: Faceoff, defeat War Machine)
    Patriotic: +10% to all damage. (Ambush: Containment, defeat Patriot)
    Run Speed I: Run 5% faster. (Prison: Hold the Line, defeat Whirlwind on Legendary)
    Resist Recent: Resist 20% of last damage type. (Wakanda: Jungle, defeat Havok on Legendary)
    Run Speed II: Run 12% faster. (Wakanda: Tribal City, defeat A-Bomb on Legendary)
    Jackpot II: 5% chance orbs are multiplied by 20. (Use Diplomatic 4 times in conversation)
    Jackpot I: 5% chance orbs are multiplied by 10. (Convoy Strike: Truckin’, under a van in the area you fight Lady Deathstrike)

    Guide not helping? View 1 more guide for this achievement.

    Showing most recent comments. View all comments.
    hunterIVSo, if I am playing on Legendary and Anti-Registration, I can't start it again on Pro-Registration and Legendary and get boosts from bosses? Weird.
    Posted by hunterIV on 11 Dec 12 at 13:10
    spxyu02To maybe clarify or add some context towards some of the comments above: If you play your first play through as one faction (Super Heroic, Pro-Reg in my case), then your Legendary play through as the other (Anti-Reg for me), you WILL be able to use the simulator to play BOTH SIDES of the story (Act II is where it splits/differs) at Legendary difficulty at the conclusion of that 2nd play through. This means you can go back through and get the boosts that Pro-Reg-only bosses drop on Legendary, and do one of Nick Fury's heroic deeds (which unlocks a boost).

    I'm not entirely sure if that's what the first comment is referencing, but it made me worry about my totals at the end of my first play though. I only ever played solo, and it turns out I had no issues going back into Act II Pro-Reg missions on Legendary after finishing my Legendary Anti-Reg play through. I just used the simulator, I did not start ANOTHER Legendary play through.

    For reference, there are 214 boosts available in the base* game. (DLC discussed below)
    In a first play through on Pro-Reg (non-Legendary), you can obtain 140 possible boosts. This is via map pickups, boss drops, awards for conversation answers with the three different attitudes, and character heroic deeds.

    In a second play though on Anti-Reg (Legendary), you can obtain an additional 59 boosts. There are 25 boosts dropped from legendary bosses that would be the same regardless of which side you played (Acts I & III). There are 20 (non-Legendary) boss drops and map pickups exclusive to the Anti-Reg maps in Act II. There are 14 legendary boss drops (including a Nick Fury heroic deed) exclusive to the Anti-Reg maps in Act II.

    As you can see, this adds up to a total of 199. This worried me, because the comments above made it sound like I wouldn't be able to obtain any additional boss drop boosts by somehow returning to Pro-Reg maps in Act II at the Legendary difficulty. However, you can indeed return to these levels via the simulator, and you can obtain the 15 final boosts from Pro-Reg map, Legendary boss drops (and Nick Fury's final heroic deed).

    *** DLC ***
    If you have either piece of DLC, you can give yourself some breathing room.

    The Juggernaut DLC allows you to obtain an additional 2 boosts. They are both awarded for Heroic Deeds for Juggernaut. (This puts the total available boosts, so far, at 216. This number is often quoted as the vanilla game's boost number, but that is incorrect.)

    The Character & Sim Mission Pack allows you to obtain an additional 22 boosts. You can obtain a boost for each of the 5 characters' 2 Heroic Deeds (5x2=10), and each of the 4 sim missions may grant up to 3 boosts (a boost is rewarded at each completion tier, bronze/silver/gold). If you have both pieces of DLC, you now have 238 boosts available from which to acquire the 200 for this achievement.

    You can work on these DLC boosts whenever you like. Since I was worried about my 199/200 project boost count, I asked some recent winners of this achievement how they proceeded, and they said that doing the DLC was the way forward. With their advice, I obtained all the DLC boosts at the end of my Pro-Reg Super Heroic play though, and thus began my Legendary play through with a total of 164 boosts (140 base game + 24 DLC). This gave me tons of leeway in case returning to play Pro-Reg maps on Legendary was impossible. I ended up unlocking this achievement at the end of Act II, as you start racking up boosts from beating unique bosses for the first time AND on Legendary, often getting two drops at once.

    I apologize for this novel of a comment, but hopefully if someone is like me and very anal about their boost count, this will be able to give them some context and clarification. And a final disclaimer: I did this all solo. I have no idea how playing in co-op may mess with boss drops, and I wonder if those were some of the issues had by the above commenters.
    Posted by spxyu02 on 15 Dec 16 at 20:57
    BonnieTheBigVigThe comment above is worthy of a solution in its own right. Well done
    Posted by BonnieTheBigVig on 11 Aug 17 at 02:49
  • Have you got any tips or tricks to unlock this achievement?
    Add a guide to share them with the community.

    Sign in and add a guide
  • SashaQSashaQ255,768
    05 Mar 2010 05 Mar 2010 11 Apr 2011
    13 1 5
    Easiest way for me to get this was to try and slug through the simulator missions and collect as many boost rewards as you can from those. From there, check your game stats and for each individual character, it will tell you the requirements to unlock their boosts. A lot are very easy, such as defeat a certain amount of enemies, defeat 5 enemies with a non-fusion attack, and gain high scoring fusions with specific characters. The easiest way to get these boosts is to play basic training simulator mission and keep spawning the enemies and continue to do the specific character fusions (example: Spiderman & Human Torch), ability specific fusions (example: Defeat 50 enemies with Web Yank/Spiderman), and defeating enemies with certain characters (example: defeat 50 enemies with Captain America after choosing Anti-Registration; defeat 50 enemies with Green Goblin). You can always check your progress in the stats menu under collectibles and it will tell you how many out of 200 that you have. Other boosts are mission specific, meaning that you need to defeat certain bosses with certain heroes (Examples of this: defeat Iron Man and Captain America on Legendary with Nick Fury; defeat Moonstone with Songbird)

    Talk to everyone that you can in the headquarters during the story mode. Your attitude answers are also ways to get boosts. You get 5 boosts for each attitude type, 15 boosts total. You have to have 80 aggressive answers, 80 defensive answers, and 80 diplomatic answers to gain all the boost rewards. After you have completed the game, you can also reload the headquarters areas from the simulator in order to stack to your attitude answers. Load the HQ and talk to everyone in there and answer accordingly.

    Also please note that you can't get 200 boosts from the characters and simulator missions alone. Keep your eyes open when playing the story mode, because there will be hidden boosts throughout the maps and certain rewards for defeating story mode bosses on legendary or with certain heroes.

    And, if you were lucky enough to get the DLC before it was discontinued, remember that there are new boosts you can attain with the downloadable characters. Makes it a little easier to get to the 200 mark.

    EDIT: Credited to and confirmed by Cormac: You can replay missions through the simulator after completing the game on Legendary and save yourself a lot of time when grinding some of these boosts
    Showing most recent comments. View all comments.
    Arashi Sora@ the above post^

    Also, it can also say "defeated", which means you have completed the heroic deed.
    Posted by Arashi Sora on 17 Mar 13 at 03:24
    IDUKE NUKEM64Iwhen u have to play a mission and lead a team can u just sim 1 mission to get the boost or do u have to do the whole level?
    Posted by IDUKE NUKEM64I on 23 Aug 13 at 00:00
    SashaQI think you have to complete the level to save your progress. But truthfully I cannot confirm that, as it has been about 2 years since ive played and no longer own the game.
    Posted by SashaQ on 24 Aug 13 at 05:36
Do you have a question about this achievement? Please post it in the Marvel: Ultimate Alliance 2 (Xbox 360) Forum

Related Achievements and Trophies