Marvel: Ultimate Alliance 2 (Xbox 360) achievements
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(1,250)

Marvel: Ultimate Alliance 2 (Xbox 360)

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There are a maximum of 58 Marvel: Ultimate Alliance 2 (Xbox 360) achievements (50 without DLC) worth 2,549 (1,250)

38,992 tracked gamers have this game, 2,088 have completed it (5.35%)

Achievement Details

Above and Beyond in Marvel: Ultimate Alliance 2 (Xbox 360)

Above and Beyond176 (50)

This is a rare achievementCollect 200 Team Boosts.

  • Unlocked by 3,138 tracked gamers (8% - TA Ratio = 3.51) 38,992  

Achievement Guide for Above and Beyond

AuthorSolution
ShinraAlpha
170,227 (110,360)
ShinraAlpha
Achievement won on 05 May 11
TA Score for this game: 2,157
Posted on 26 September 10 at 20:19, Edited on 01 May 11 at 22:22
This solution has 20 positive votes and 0 negative votes. Please log in to vote.
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)
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