Ben 10: Alien Force - Nintendo Wii, Sony PlayStation®2, PlayStation®Portable
Profiles and Saving
Upon first starting the game you'll be taken to the game's Title Screen. Pressing the button indicated
on-screen will take you to the Profile Screen. Select a profile to create a new save in that location,
and then select the difficulty you'd like and the opening cut scene will play.
The game automatically saves after you beat a level and whenever you quit out of a level. In addition,
you can manually save by pausing the game and selecting the Save command.
When the game saves, it will save how many Omnitrix Points you have, the combos you've unlocked,
the alien forms you've unlocked, and the Plumber's Badges you've collected. Any progress you've
made in a level will be lost if you stop playing mid-level.
Controls
| In-Game Function |
PlayStation 2 |
PSP |
Wii |
Menu Function |
| Select Alien Form (Cycle Omnitrix) | Left directional button | Left button | +Control Pad Left | Select |
| Select Alien Form (Cycle Omnitrix) | Right directional button | Right button | +Control Pad Right | Select |
| -- | Up directional button | Up button | +Control Pad Up | Select |
| -- | Down directional button | Down button | +Control Pad Down | Select |
| Move Character | Left Analog Stick | Analog stick | Control Stick | Select |
| Select Alien Form (Cycle Omnitrix) | Right Analog Stick | -- | -- | -- |
| Jump | × button | × button | Z Button | Skip Cinematic |
| Special Attack / Interact | Ë% button | Ë% button | +Control Pad Down | -- |
| Light Attack | ¡% button | ¡% button | A Button | Delete Saved Game |
| Heavy Attack | " button | " button | B Button | Back |
| Block | L1 button | L button | C Button | -- |
| Activate Omnitrix | R1 button | R button | +Control Pad Up | -- |
| Select Alien Form (Cycle Omnitrix) | L2 button | -- | -- | -- |
| Select Alien Form (Cycle Omnitrix) | R2 button | -- | -- | -- |
| -- | L3 button | -- | -- | -- |
| Activate Omnitrix | R3 button | -- | -- | -- |
| -- | SELECT button | SELECT button | - Button | -- |
| Pause Menu | START button | START button | + Button | -- |
Playable Characters
Ben
 |
Combo Sequence |
Combo Name |
| Light, Light | Right Left |
| Heavy, Heavy | Roundhouse Kick |
| Light, Heavy | Uppercut |
| Heavy, Light | Kick Sweep |
| Jump, Light | Air Punch |
| Jump, Heavy | Air Kick |
Ben Tennyson is the owner of the powerful Omnitrix. Ben uses the Omnitrix to switch
into various alien forms. While in these forms he is capable of doing many incredible
things that he could not do in human form. Ben is very weak against his enemies
without the help of the Omnitrix and his friends.
Gwen
| Combo Sequence |
Combo Name |
 |
| Light, Light | Throw |
| Heavy, Heavy | Spin Kick |
| Special, Light | Grab Kick |
| Special, Heavy | Energy Web |
| Jump, Light | Flying Kick |
| Jump, Heavy | Strafing Run |
Gwen Tennyson is Ben's cousin with special powers handed down to her from her
intergalactic grandmother. These powers allow her to protect herself with a shield of
energy, shoot bolts of energy, and create platforms that allow her to jump farther.
Gwen gives Ben advice on how to solve different puzzles and is always a big help to
have around.
Kevin
 |
Combo Sequence |
Combo Name |
| Light, Light | Double Roundhouse |
| Heavy, Heavy | Down and Out |
| Special, Light | Armed and Dangerous* |
| Special, Heavy | Sledge Hammer* |
| Jump, Light | Drop Kick* |
| Jump, Heavy | Pile Driver* |
|
| *Kevin must be in an elemental form to use these combos. |
Kevin Levin is a human with the ability to change into whatever he touches.
Throughout Kevin's levels he is able to activate this ability by touching special
change objects. The change object for wood is a rotating log with several
glowing leaves circling around it. The change object for stone is a jagged rock
with a few smaller rocks orbiting around the larger one. The metal change object
is three interconnected gears turning around each other. These three change
objects will be found in various locations. To make use of these change objects,
use the same button as if you were changing alien forms with Ben.
Swampfire
| Combo Sequence |
Combo Name |
 |
| Light, Light | One-Two Punch |
| Heavy, Heavy | Uppercut |
| Light, Heavy | Dig It* |
| Heavy, Light | Underbrush Bash* |
| Light, Heavy, Special | Nova Blast* |
| Heavy, Light, Special | Ring of Fire* |
| Special, Light | FlameThrower* |
| Special, Heavy | Hang 10* |
| Jump, Light | Palm Fire |
| Jump, Heavy | Hot Air |
|
| *These are combos you unlock. |
A creature composed of vines and muck, Swampfire's main use is that he has many different ways of
using fire. His Ring of Fire Combo (Heavy, Light, Special) can clear out an entire wave of enemies,
and his Hot Air Combo (Jump, Heavy) allows him to attack quickly in midair. His ability to set objects
on fire allows you to get past certain obstacles throughout the game.
Big Chill
 |
Combo Sequence |
Combo Name |
| Light, Light | Double Punch |
| Heavy, Heavy | Head Butt |
| Light, Heavy | Cold Cocked* |
| Heavy, Light | Chill Out* |
| Special, Light | Ice Slick* |
| Special, Heavy | Spiked* |
| Light, Heavy, Special | Freezing Blast* |
| Heavy, Light, Special | Sh..sh..sh..shattered* |
| Jump, Light | Cold Kicked |
| Jump, Heavy | Hail Storm |
|
|   | *These are combos you unlock. |
Big Chill is a cold-adapted, winged insectoid. He is able to become temporarily intangible, and
summon ice from out of thin air! His attacks center around freezing his enemies and using frost to
hurt them. His Spiked Combo (Special, Heavy) is devastating when surrounded by medium- or largesized
enemies. You'll find that Big Chill's lofty wingspan will allow you to ride air currents to areas that
are otherwise inaccessible.
Spidermonkey
| Combo Sequence |
Combo Name |
 |
| Light, Light | Double Double |
| Heavy, Heavy | Triple Triple |
| Light, Heavy | Have a Nice Trip* |
| Heavy, Light | Kick Flip* |
| Special, Light | Come and Go* |
| Special, Heavy | Swing Kick* |
| Light, Heavy, Special | Swingshot* |
| Heavy, Light, Special | Yippee Ki Yay* |
| Jump, Light | Hi Flyin' Punch |
| Jump, Heavy | Spider Bungee |
|
| *These are combos you unlock. |
Spidermonkey is a six-legged monkey-like alien with the ability to create webs and fire globs of spider
silk out of his tail. He can cling to certain walls and use the webbing he creates to reach locations no
other alien can. He is small, and often hard for the enemies to hit. With his speed he can literally run
circles around enemies before they have the chance to attack.
Jet Ray
 |
Combo Sequence |
Combo Name |
| Light, Light | Shredder |
| Heavy, Heavy | Flip Whip |
| Light, Heavy | Claw Whip* |
| Heavy, Light | Whip Claw* |
| Special, Light | Cultivator* |
| Special, Heavy | Whip Zap* |
| Light, Heavy, Special | Neuroblast* |
| Heavy, Light, Special | Neurostorm* |
| Jump, Light | Flying Claw |
| Jump, Heavy | Head Scratcher |
|
|   | *These are combos you unlock. |
Jet Ray is easily the fastest form available to Ben. His basic combos are very quick, but will only
damage enemies very close to him. For those times when you need some breathing room, Jet Ray's
Neuroshock Combo (Heavy, Light, Special) can defeat an entire wave of enemies at once. Press and
hold the jump button after jumping to cause Jet Ray to rocket through the air!
Humungousaur
| Combo Sequence |
Combo Name |
 |
| Light, Light | Double Bash |
| Heavy, Heavy | CHARGE! |
| Light, Heavy | Outta My Way!* |
| Heavy, Light | To the Moon!* |
| Special, Light | Butthead* |
| Special, Heavy | Strike Zone* |
| Light, Heavy, Special | Go Long!* |
| Heavy, Light, Special | Humungoslam* |
| Jump, Light | Air Bash |
| Jump, Heavy | Seismic Smash |
|
| *These are combos you unlock. |
Large and in charge has never been more
accurate. Humungousaur is extremely large,
and extremely powerful what he isn't, is fast.
Try and use his Butthead Combo (Special,
Light) when you need to get some place fast,
but otherwise any of his combos will get the job
done.
Collectable Items
DNAde: Red, cross-shaped pick-ups that recharge the player's Stamina when picked up. Each
DNAde pick-up collected increases the player s Stamina by 20% of the maximum, up to a maximum
of 100%! You can pick up DNAde when at full Stamina, but it has no effect.
Chrono Crystals: Green pick-ups, shaped like hourglasses, that recharge the player s Omnitrix (or,
in the case of Kevin or Gwen, the character s innate power). Each Chrono Crystal collected recharges
the Omnitrix (or player power) by 20% of the maximum, up to a maximum of 100%. You can pick up
Chrono Crystals when the Omnitrix or player power is at full, but it has no effect.
Omnitrix Points: When Ben defeats an enemy, he gains Experience. The experience boost takes the
visual form of glowing yellow spheres of energy (Omnitrix Points) that emerge from a defeated enemy
and fly into the player character. The released Omnitrix Points automatically find the player character
wherever he is on the screen at the time, so the player cannot fail to pick them up. Once the
Experience Bar (yellow bar) is full, the player can choose a combo attack to unlock for an alien form.
If the Experience Bar fills while Ben is in combat, the Combo Unlock Screen will take place after the
fight.
Plumbers Badge: Plumber's Badges unlock the ability to view production art from the Main Menu.
For every pair of Plumber's Badges you collect in a level you unlock one new piece of Production Art.
Collect all 16 to be able to view the 8 pieces of concept art!
Chrono Crystal Boost: Picking up this yellow Plumber's Badge will increase the amount of your
Omnitrix timer that is replenished when you pick up a Chrono Crystal by 5% per Boost collected.
Alien Tech Boost: This Plumber's Badge has an orange glow around it. Collecting it will decrease
the Power Cost of all alien combos by 5%. This effect is cumulative.
Atomic Power: Unlike the other Plumber's Badges these Badges will reappear every time you go
through the level. When you pick these up, your character will glow red. While your character is
glowing, you will deal double the normal amount of damage.
Omni-Shield: Like the Atomic Power, the Omni-Shield will provide you with a temporary boost, only
this boost will make you momentarily invincible. The benefits of the Omni-Shield (and the Atomic
Power) last for 30 seconds, so make the most of them!
Cooperative Mode
At any point during gameplay, another player can join in by pressing the START button (A Button on
the Wii Remote). If either of the players doesn't want to play anymore, that player can enter the
Pause Menu and select Drop Player .
If one of the players is defeated, they can hit the START button (A Button on the Wii Remote) to
respawn near the other player. If both players are defeated, the Defeated Screen will display. At this
point, both players will be sent to the nearest active checkpoint. A new checkpoint is reached after
every battle and every triggered event.
The players can freely move around the screen, but neither character can leave the view of the
camera at any time. Both players are also free to change into whichever alien forms have been
unlocked.
All combo attacks and alien forms are available both players. When a new combo is unlocked, it is
unlocked for both players.
If both players are in an alien form and perform that alien form's Heavy, Light, Special combo they will
start to glow green while performing their combo. This green flash, known as the Omnitrix Overload
is a special co-op attack that does massive damage to all enemies on the screen. It will drain 100% of
any remaining Omnitrix for both players and they will be transformed back into Ben. There is no
Omnitrix Overload for Gwen or Kevin.
Walkthrough
Level 1 - Knight-mare at the Pier
You start out with only two alien forms, Swampfire and Big Chill. Big Chill is useful for dealing
with melee enemies, while Swampfire is better at keeping ranged enemies in check with his Special
Attack and quick Heavy, Heavy combos. Both are effective for this whole level, but Big Chill is a bit
quicker and more effective for the enemies in this level. Take notice to the surroundings as well, there
are plenty of breakable objects to keep your life and powers up with DNAde and Chrono Crystals to
replenish you.
 |
Along the beginning boardwalk, you are introduced to the Forever Knight,
a basic melee enemy that must get close to you in order to attack. This is
where Swampfire comes in handy with his Special Attack, Fireball. His
Fireball attack is useful at keeping range between you and the Forever
Knights. If you are using Big Chill, then you'll make quick work of them with
Big Chill's Heavy attacks. |
You'll come to an impassible spot where a roller coaster has fallen
onto the boardwalk. Use the wooden pylons in the water to reach the other
side of the wreckage. Make your way through the Forever Knights until you
come to another impassible spot - the boardwalk has been wrecked by the remains of a boat. Use the
wooden pylons in the water to make it across.
| Finally, you'll reach a warehouse at
the end of the docks where you are introduced to a
Tetramand named Gorvan. After a brief encounter with
him, you are confronted by Laser Forever Knights.
These bad guys prefer long range fighting, but can use
their laser energy gun as a club for close range. Again,
keep them off balance with heavy attacks from your
available alien forms. You must make your way into the
warehouse by breaking the cameras posted on the
walls. Once inside, continue along the path to the end of
the level, defeating the Forever Knights along the way.
When you reach the end of the level, you'll unlock
Spidermonkey! |
 |
| Pick Up |
Location |
| Plumber's Badge 1 | On the second pylon in front of the wrecked boat on the boardwalk. |
| Plumber's Badge 2 | Located on the pylon behind the sailboat near the end of the level. |
| Alien Tech Boost | On top of the mast of the sailboat at the end of the level. |
| Chrono Crystal Boost | On the far pylon near the roller coaster wreckage, use Jet Ray to get it. |
Level 2 - The Forest Medieval
Now you've got Spidermonkey. He's great for the forest. He climbs walls and shoots webs, and
does whatever a spidermonkey can. In this level you'll also be introduced to another new playable
character. His name is Kevin Levin. Kevin allows you to change in to Stone, Metal, and even Wood!
In this level you'll only need to use his Metal form, but isn't it nice to know that there are others to
choose from?
Big Chill should be able to handle all of the enemy encounters at the beginning of the level.
Use his Cold Cocked (Light, Heavy) attack if you have it unlocked; if not, just use his Double Punch
(Light, Light) attack it should be enough to deal with these enemies. At the first jumping puzzle use
the higher route, and be sure to collect all of the Omnitrix Points. Keep going right until you reach the
first vine wall. You'll need Spidermonkey to climb it. You'll want to move on to the top, and to the
castle's bridge.
Here, you'll gain control of Kevin. His Metal Form is what you'll need to get through the various
Scanners you'll find in the castle. Change into the Metal Form using the Metal Change Object. Move
on, through the glowing doorway, at the top of the stairs, into the first room. The first Movable Block
puzzle is in the second room. Move the first block onto the square tile on the floor. Move the second
block to the left of the bush. Now use the bush to jump onto the Block to make it to the second floor.
You'll want to use the Metal change object to the right of the second floor. Get onto the elevator and
take it down to the next floor.
On the next floor if your Metal form has faded, there is a Metal Change Object at the right of
the elevator. Follow the path and keep moving forward, and you will find the second Movable Block
puzzle. You'll notice that each of the blocks have different shapes. Move each of the blocks to the tile
on the floor that matches the shape of the block in order to solve the puzzle.
Continue to the third Movable Block room and you'll notice there are two blocks of different
shapes, but three tiles on the floor. Simply move the round block onto the round tile, and move the
square block to either one of the two square tiles on the floor. Use Kevin's Metal Form to complete the
connection to the third tile. You do this by standing on the tile and pressing the Interact button. There
is a Metal Change Object to the right of the third tile if your Metal Form fades.
In the final room of the castle, you will want to use Metal
Form Kevin. In the back of the room is where you will find the
Metal Change Object. While there is electricity running through
the conductor above the tile on the floor, have Kevin step onto
that tile and short circuit it by pressing the Interact Button.
Continue to do this for all four tiles on the floor as they become
charged. Doing so will disable the Elemental Scanners
blocking Ben from getting through the castle.
Once you've regained control of Ben, break down the
fence inside the courtyard, and climb up the wall with
Spidermonkey. Stand on the switch in order to open the gate.
You'll need to exit out of the courtyard and travel down the
path. Down at the bottom, you'll find a Steam Vent. Use Big
Chill and float up to the top platform and continue along the path. If you do not have Jet Ray unlocked,
you ll have to use the bridge to cross the river.
When you find yourself at a waterfall, change to Spidermonkey and use his Swingshot to clear
the gap. Cross the next waterfall the same way, and switch to Big Chill to get to the top of the cliff.
Continue along until you meet...
Boss Battle - Mech Dragon
 |
To get to Mech Dragon, you'll need to use Spidermonkey and jump from tower to tower 'til you
get to the other side of the island. You will see the Alien Tech that you need to get inside a cave with a
large elemental Scanner. As you approach to collect the Alien Tech you will find yourself confronted
by Mech Dragon. Mech Dragon is a large mechanical dragon that can breathe fire and fly. Fortunately
for you, he is chained at the wrist. |
Mech Dragon with throw a variety of attacks at you. He'll start by
breathing fire at you, and swipe at you with his claws. Once you get his
health down a bit he'll erect a wall of fire around himself. He'll continue to
breathe fire and start slamming his hand on the ground.
| You're going to want to attack the hand when he has slammed it
down in front of him. This will destroy his hand and free him from being
chained down to the ground. He'll start flying up into the air and swoop
across the screen. Keep to the cave when he does this and his swoop can be avoided. When he
lands, a massive fire wave spreads outward from him. Position yourself in a place where you will
have time to jump over the fire wave. Big Chill is a very effective form against Mech Dragon due to
the fact that he can't be set on fire. |
 |
| Pick Up |
Location |
| Plumber's Badge 1 | Located behind the first waterfall. |
| Plumber's Badge 2 | Located in the cave, use Big Chill's first updraft to gain access. |
| Alien Tech Boost | Located on the bottom right side of the lake in Jet Ray's Secret Area. |
| Chrono Crystal Boost | On the second ledge, to the left, on Spidermonkey's first Climb Wall. |
Level 3 - Bombs Away!
You will begin the stage as Ben in the canyons just outside what seems like an abandoned
military base. You're tasked with getting inside with the help of Gwen. Throughout the level you will be
switching back and forth between controlling Ben and Gwen. Gwen can hold her own in close
quarters combat, but utilizing her ranged attacks is much safer. As far as enemies go, you will be
dealing with Unarmed Pickaxe Aliens, Pickaxe Aliens, and Ranged Pickaxe Aliens. The Unarmed
Pickaxe Aliens are pushovers, but the latter two versions of the Pickaxe Alien can definitely put a
hurting on Ben or Gwen. Your ultimate goal is to make your way through the military base until you
meet up with Vulkanus. You need to defeat him and collect the Component .
When you first take control of Ben, it will be a short trek to the security gates of the base. Move
to your right while defeating the various enemy encounters until you reach the gate. Once you reach
the gate, there will be a short cut scene. After the cut scene, you will take control of Gwen.
As Gwen, you will be tasked with opening up the front gate so that Ben can enter the base.
There will only be a few enemy encounters as you make your way to the Meter Puzzle that will open
the gate.
Once you're in the room with the Meter Puzzle, you will notice that all the consoles have a red
light above them except one. You will need to interact each console with a yellow light, until the
needle on the gauge is pointing at green. It will take multiple presses of the Interact button in order to
get the meter to move there. After you've done this on the first meter, you need to move to the next
one and do the same thing until all four are set to green. Once the fourth one is finished, you can walk
away from it and a cut scene will display. After this cut scene, you will go back to controlling Ben.
In this section, you will need to guide Ben to the missile silos. You start off inside the gates that
were just opened up by Gwen. Walk to the right until you reach the first airplane hangar. Once inside
the hangar, you will need to navigate across a large gap in the middle of the hangar. There is a jet on
either side of the gap that will help you maneuver across. Jump on top of the first jet and knock over
the upright wing that is standing straight up with a few attacks. Once that is down, change to
Swampfire and use your Special attack to launch some fireballs across the gap in order to hit the
wing of the jet on the other side to make that wing fall down. Now you can double jump across the
gap. After you are safely across the gap, you can exit the doors of the hangar.
This area is filled with old, broken down jets and planes and you will need to use each one as a
platform to avoid falling into the burning oil on the ground. Jump across the planes until you reach the
large metal doors. These doors lead to a canyon path below the missile silos.
Now you can make your way up the ledges, towards the base of the first silo. There will be
ramps that you will need to jump up to in order to reach the elevator that will take you to the top of the
silo where you take control of Gwen.
Gwen is tasked with closing the doors to the missile silos. This will prevent the missiles from
launching so that Ben can make his way across the tops of the silos. You will need to make your way
to the Mission Control Room.
Once you make it to the Mission Control Room, you will need to complete another puzzle. This
one involves pressing the red button at the end of a row of consoles. When you press the red button,
the camera will zoom out and display the order that you need to press the yellow buttons in that row.
Once you press all the yellow buttons in that row in the order that was shown, it will close one of the
hatches to a missile silo. Repeat this for all four rows and another cut scene will display. After the cut
scene, you will take control of Ben again.
As Ben, you will need to make your way across the tops of the missile silos. You will need to
use Big Chill in order to make it from one silo to the next when there is no bridge between them.
There will be a current of air flowing upwards, just float across it as Big Chill. After you've crossed all
of the silos, you will need to jump down a few ledges and then you will be stopped. Once you reach
the large cliff that can't be crossed, another cut scene will take place that leads into you controlling
Gwen again.
As Gwen, you will need to make your way outside to the radar dishes. There will be three radar
dishes aimed at a large crystal which creates a beam of energy that is shooting up in the air. You will
need to destroy the transformers that are powering each of the radar dishes in order to stop the
beam. Once all three transformers are destroyed, you will take control of Ben again.
You will need to jump from platform to platform quickly to make it to the cliff on the other side.
Once you make it to the other side, head towards the tunnel. On the other side you'll meet...
Boss Battle - Vulkanus
Vulkanus has a few attacks in his arsenal that you will need to look out for. He will perform a
flamethrower attack that will burn you if you're caught in it. There is a charge that he will do quite
often that is hard to avoid. If you're in Ben form, you can roll out of the way, or if you're Swampfire you
can use the Dig It (Light, Heavy) attack to go underground and avoid the hit. If you get too close he'll
punch you or club you with his gun. He will also shoot the missiles if you hang out by one of them for
too long.
| Use whichever alien form you are most comfortable with and just keep damaging him until the
job is done. Some things to be aware of: Big Chill's Freezing Blast combo can knock Vulkanus on his
back, which can give you some time to breathe. Jet Ray's ranged attacks can target the missiles
littering the battlefield, which do a decent amount of damage to Vulkanus. Knock him out and the
component is up for grabs! |
 |
| Pick Up |
Location |
| Plumber's Badge 1 | Between two planes in the section where the airplanes are on fire. |
| Plumber's Badge 2 | On the ledge to the right, before ascending the cliffs to the first missile silo. |
| Alien Tech Boost | In the alcove behind the last fight before Vulkanus |
| Chrono Crystal Boost | Between the two planes in the first hangar. |
Level 4 - A Few Bad Eggs
The Hatchery level is quite scenic. It starts off on a road coming
out of a mountain, and takes Ben to a residential district. The first group
of enemies you encounter in this area are called the Xenocites. Xenocites
are ugly little alien critters that can jump a short distance to latch on and
bite you and your alien forms. These guys are annoying enemies,
especially when there are more than one. Use Swampfire's Ring of Fire
attack (Heavy, Light, Special), if you have if
unlocked, and you'll have no problem
defeating all the Xenocites in the encounter. If
you don't have Ring of Fire available, use an
alien form with quick attacks, like Big Chill's Double Punch Combo (Light,
Light) and deal with them one by one.
 |
Once you come to the end of this road, you must change into a
suitable alien form to jump across a broken bridge. Jet Ray can make it
from section to section with ease. While on the broken bridge, you run
into DNAlien Workers. With the use of their handy Crop Circle Maker gun, they can freeze you and
most of your alien forms for several seconds at a time, leaving you completely vulnerable. Removing
these DNAlien Workers should become your top priority when they appear on the battlefield. |
Making your way past the broken bridge, you find yourself in a residential district. The
residential district is full of DNAlien Workers and Xenocites. After a long trek through the residential
area, you must jump from the top of a car, up to an awning, and ultimately up to the rooftops of the
industrial district. Big Chill, with his lofty jumps, works great here.
On the rooftops, you are introduced to the DNAlien Soldier, a nasty alien with a spit attack that
stuns you very briefly, and a claw attack for close range. Be careful, these DNAlien Soldiers are
stronger than the Workers, but not as annoying. If there are DNAlien Workers teamed up with the
Soldiers, take out the Workers first, because after the Workers freeze you, the DNAlien Soldiers will
use their stronger claw attack to break you free.
Once you get to the end of the industrial district, your path will take you to a large building with
a fountain in front of it. Destroy the top of the fountain, and you'll find a hidden path leading to the
secret hatchery underground. While making your way along the hatchery, you'll come across a room
of pistons. Jump from piston to piston to make it across. Shortly after that, you come across an air
vent room, where you need to use Big Chill to float across to the other side.
At the end of the hatchery, you'll comes across a Time Switch Puzzle. In it, you must press all
three of the switches in the room. Each time you press a switch the timer is set to 30 seconds. After
pressing the first and second button, you must fight a group of enemies in order to gain access to the
next button. Defeat each wave and press all three buttons to complete the level.
| Pick Up |
Location |
| Plumber's Badge 1 | In between the last two sections of the broken bridge before the suburbs. |
| Plumber's Badge 2 | Between the second and third pistons in the hatchery. |
| Alien Tech Boost | In Swampfire's secret area; burn the logs at the circle drive to gain access. |
| Chrono Crystal Boost | On top of the car before the first rooftop. |
Level 5 - Plumber Trouble
In this level you'll get to learn just how much fun spelunking with DNAliens truly is. The caves
are infested with the DNAliens! From the little Xenocites to the ruthless DNAlien Commanders. This is
a great place to put area-affecting combos like Big Chill's Spiked (Special, Heavy) to use.
After dealing with the first few DNAlien Soldiers you'll come across several falling stalactites.
Jump from one stalactite to the next, waiting until each has fallen before you try to jump to the next.
You'll come across a pipe sticking out of the wall. When you approach it, a boulder will fall from the
ceiling! Run along the length of pipe, drop down and keep going until you hit solid ground. There are
some electric fences here that act as a security device, but they're on the fritz. Wait until they blink out
and quickly move forward. You'll come across a vent. Ride the updraft it creates up to the cliff above.
You'll come to a pit with some wiring along the wall. Use Spidermonkey to climb across. Don't
be too afraid to explore, you can use Big Chill to get out of the pit after a brief enemy encounter, if you
fall in the pit. Once you're past the pit keep going past the electric fences, down, down, down, until
you find...
Boss Battle - DNAlien Kevin
Due to an attack by a Xenocite, Kevin has been DNAlienized! His powers to absorb metal,
wood and stone makes this fight a truly troubling affair. You'll feel each and every hit Kevin lands on
you, so keep an eye on your health, and keep your distance from Kevin when you get forced back to
Ben. Swampfire and Big Chill are the only alien forms that take no damage when blocking Kevin's
attacks, so if you are using them against Kevin, block when he start swingin'!
When you start to damage Kevin he'll run over to one of the change objects in the level. When
he changes forms he'll heal to full health. Your primary objective should be to destroy each of these
items to disable his ability to heal and shield himself.
Once you've taken out those three items, it'll just be you and Kevin. Using Big Chill will really
make things easier for you, he can block and take no damage, but he really shines if you happen to
have his Freezing Blast Combo (Light, Heavy, Special). Just freeze him with Big Chill's Special attack,
then lay into him with Freezing Blast, he'll drop in one or two combos.
More Plumber Trouble
You've fixed Kevin, but you still need to finish the fight. Gorvan is down in the caverns
somewhere and it's up to you to find him. Keep heading down, past the electric fences until you come
to a set of color-changing columns.
Do not jump on these when they are red. You'll end up hurting yourself and falling off the
column. Take it slow and pay attention to the colors of the columns as they change. Use Jet Ray to
make this segment significantly easier. After a small fight you'll need to jump across more columns.
The problem? These move up and down, so they are a double threat. If you touch one while it's red,
it'll knock you off into the water, but if you stay on it too long, or try to jump on it when it is descending,
it'll still drop you in the drink. Be careful and plan how you are going to move, have some patience,
and stick to Jet Ray for this obstacle.
Boss Battle - Gorvan
| You've finally tracked him down. Gorvan's ready for a fight, though, so
don't let your guard down. He'll use everything around him to try and smash
you to bits. He has several different attacks he'll use: he'll pull out two
stalagmites and bash you with them, grab a rock from the ground and throw
it at you (hit him while he's lugging it around and he'll drop it on his own
head!), spin like a mini-whirlwin slamming into you, charge you with his
massive gut, or just flat-out punch you. He can knock you out of alien forms
fast, but he can't finish the job, just dodge and roll with Ben until you have
enough Omnitrix Energy to transform again. |
 |
You'll probably want to stick with Jet Ray on this one. Jet Ray can jump in, get a few good hits
and zip out of combat before Gorvan has enough time to land an attack on you. He also has strong
ranged attacks so that when you have a clear shot you can zap him with Jet Ray's Special Attack or
Cultivator (Special, Light). It's also nice that Jet Ray can outpace Gorvan when he decides to charge
or spin toward you.
 |
Once you've finally brought the four-armed menace
down you'll unlock Humungousaur! He's not very
graceful, but he packs a big punch. Congratulations!
NOTE: Come back to that pit that you climbed over
with Spidermonkey when you have Humungosaur.
Use Humungosaur's Special to break down the right
wall. Make your way through the cavern, at the end
you'll find a Plumber's Badge. |
| Pick Up |
Location |
| Plumber's Badge 1 | Toward the background in the area where stalactites drop from the ceiling. |
| Plumber's Badge 2 | Near the exit of Humungousaur's secret area. |
| Alien Tech Boost | In the foreground on an outcropping just before the first updraft. |
| Chrono Crystal Boost | In an alcove half-way through the first color-changing pillar obstacles. |
Level 6 - Rural Rumble
In this level you will be making your way across farmlands in order to reach the HighBreed
spaceship. There are a variety of DNAlien enemies that you will come across throughout the level.
There are the DNAlien Workers, DNAlien Soldiers as usual, but you'll also encounter Vulpimancer
DNAliens - large beast-like aliens that run on all-fours and can shoot quills from their back. Ben used
to transform into one calling it "Wildmutt". The Pyronite DNAliens will use plenty of fire attacks and are
very easily distinguished from the other DNAlien forms. There will also be a few encounters with
Xenocites that, as you may have noticed, can get annoying if you completely ignore them.
To begin, you must make your way through the field you start in. You'll mainly deal with
DNAlien Soldiers, Workers, and Vulpimancer DNAliens on the way to the first gate. Pay attention to
the Vulpimancers, if they are just sitting still they're about to fire a set of quills at you. The damage
isn't much, but it adds up quickly. The enemies in this level have a wide variety of attacks and ranges
of damage and damage types, make sure to break objects to fill up your Omnitrix or Health bar when
you need it.
Fight your way to the wooden gate and use Humungousaur to break through. After the gate is
smashed, you can continue to your right, into the area around the house. Keep going until you see
the red barn. There is a large tractor sitting outside the barn. You will need to hurl it into the side of
the barn using Humungousaur in order to continue on your way. Switch to Humungousaur and
interact with the tractor using the Special button. A very short cut scene will play showing the tractor
being thrown through the wall.
Once inside the barn, you will have your first encounter with the Pyronite DNAliens. They like
to use a ranged fire attack, but they are no slouch when attacking up close either. Once those
enemies are down, switch to Spidermonkey, and Swingshot up into the loft. From here you will need
to jump out of the doors to your right.
Burn the bales of hay down with Swampfire and continue on to the next gate. Once again, you
will need Humungosaur to smash it. You'll make your way to a few houses, jump to the roof and then
jump along the tops of the small silos to the top of the second house. Continue towards the right to
reach the electrical fences.
The electrical fences will hurt you if you touch them as well as knocking you backward, so you
will need to maneuver your way through the openings using the correct timing and technique. The
first two gates can be rolled under using Ben's Special roll. The third and fourth gates are easier to
get through using Jet Ray and his double jump-dash. Watch the order that the electricity appears and
disappears and time your jumps so that you can make it through undamaged. Once you make it
through all the laser gates, it will seem as if you've reached a dead end, but you can lift up the large
lid with Humungousaur.
 |
From there you will be underwater as Jet Ray. Make your way to the
edge of the waterfall, you can see a grassy ledge that you can jump to.
Once you jump to the first one, make your way across all of these ledges
and you'll reach another waterfall.
At the second waterfall, you will need to switch to Big Chill and ride
the updraft that the waterfall is creating. Float up to the ledges above, and
make your way across the river to the hill where the large boulders are
rolling down. On your way up the hill, make a quick change into
Humungousaur, his bulky frame will cause the boulders to break harmlessly
against his body. Float across the gap using Big Chill and keep going until you reach the cliff wall. |
Use Spidermonkey's Swingshot (Jump, Special) to make it up to the high ledge. Get to the top,
and fight your way along the path until you reach the bluff overlooking the HighBreed command ship.
You'll know you're in the right place because of the shack.
| Pick Up |
Location |
| Plumber's Badge 1 | In the second silo. Use Spidermonkey's swing web then Jet Ray for access. |
| Plumber's Badge 2 | On the cliff by the second waterfall. |
| Alien Tech Boost | In the loft of the barn, use Spidermonkey to cross over. |
| Chrono Crystal Boost | On top of the small silo between the two large houses. |
Level 7 - Running on Autopilot
This spaceship is an enormous level, with floor after floor that you must climb to reach the
control room. Along the way, you will be confronted by Xenocites, DNAlien Workers, and DNAlien
Soldiers trying to block your path. With diligence, you will make it to the top!
| When you start, you'll find yourself on the bottom floor of the
spaceship. From here you must go to the right through the large door. Each
room on the first three levels of this spaceship are remarkably similar, with
large red buttons that can only be activated by Humungousaur. Activate this
button and head right, through the next large door. Use Jet Ray to jump
across the gaps until you reach the console. Activate the console and
continue to the right, jump over the last gap and proceed through the large
door. Activate the red button, and continue past the large door to your right
and, ultimately, onto the elevator that will take you to the second floor. |
|  |
You'll find this floor very similar to the first. Proceed through the door on the right, and activate
the red button. Next, use Jet Ray to navigate past the rotating laser grid behind the switch. On the
other side of the grid, you will find another red button to activate. Once activated, proceed through the
door to your left, and onto the elevator, to the third floor.
The third floor only differs in the amount of buttons required to proceed to the fourth floor. From
the elevator, proceed to the door on the left, and activate the button in the room located here. Now
you must backtrack, and make your way to the door to the right of the elevator you just came up on.
Activate the red button in this room, keep going right and activate the last button on this floor. Once it
has been pressed, the door to the teleporter will open. Climb onto the teleporter, and get going!
The fourth floor is much different than the first three. Thankfully, there are no red buttons to
press. Head right and use Spidermonkey to climb the blue webbed wall. Climb up to the next level,
defeat the enemy encounter and take the ramp up.
On this level, you come to series of updrafts that you must navigate to get to the other side of
the room. Use Big Chill to float across to the other side.
The next room you come to is a room of separate island platforms with gyroscopic rings
rotating around them. Time your jumps to make it between the rings, or you might fall to you doom!
Make your way across the platforms and to the other side. As you proceed to the next room, you will
find a room with boiling water and three boilers, one that almost seems unreachable. Break the first
two boilers, use a ranged attack, such as Swampfire's Special Attack, to break the boiler on the other
side of the boiling water. This causes the water to freeze, and you can activate the second Auto Pilot
switch and continue on your path.
Use Spidermonkey to climb the next blue webbed wall. This path is tediously long, but with
simple concentration, you should be able to stay stuck to the wall to make it to the next area. Around
the first corner you will find 3 moving energy balls. To get past these move up and in the direction
opposite of where the balls are moving. Next you will come to two spinning bars of these energy balls.
Move Spidermonkey quickly remembering that the bars are moving in opposite directions and you will
need to switch sides as your going around them. Start at the bottom of the webbing and wind around
to the top to get by. After that there will be three more, however this time the balls are moving
vertically instead of horizontally. Wait until the middle ball starts moving upward then follow closely
behind it until the ball on the left moves down past you. Quickly move over to the left and continue
going up to get past the corner. In the final part of the climb there will be four balls constantly rotating
around each other. Take note as to where the Omnitrix Experience orbs are located. These are going
to be your safe zones for this place. Move to the first one then wait for an opening to get to the next.
Keep this up until you get to the doorway and jump off.
After the Spidermonkey puzzle, you come to a room where you must kill enemies on an island
to proceed to the next room. After making it past this room and into the next, defeat the enemies to
open the teleporter door. Climb onto the teleporter, and you've made it to the fifth floor!
On the fifth floor, which is most notable by the strobing orange lights located throughout most
of the level. Proceed to the lower side of the screen to discover an extended bridge. This bridge will
rotate until it meets up with another bridge, then they will rotate away from one another once you've
gotten across to the platform. Defeat the enemies on this platform, then use the bridge that will rotate
in to point to the right, allowing you to continue forward.
Past the first room with the teleporter, you'll find yourself in a room with pistons, that could
easily crush you if you're not careful. Navigate through this room, using one of the more agile alien
forms, like Spidermonkey or Jet Ray. You will find spots where the piston does not fall all the way.
This gives you a nice place to take a breather and set your pace. After the piston room, you'll come to
another large room with orange strobing lights. The most distinguishing feature in this room is the
pinwheel like vents on the wall that constantly push you and your alien forms. Take this into account
when fighting enemies along the way to the other side.
After the gusty, orange strobe light room, you find yourself at another piston room. The pistons
are not moving and must be activated to continue past to the next area. Jump down to the lower floor,
and make sure to obtain the second Plumber Badge located to the far right before activating the red
button located in the center of the bottom level. Once you have activated the red button with
Humungousaur, use Spidermonkey to make it to the top level, and then use Spidermonkey or Jet Ray
to make it past the pistons.
On the other side of the piston room, make your way through the door to the next room. Climb
the rotating stairs from platform to platform, until you reach the third teleporter. This third teleporter
takes you to an elevator, that then takes you to the bridge of the spaceship. A cut scene entails and
explains that you must activate the rest of the switches, located on the ceiling, by using the console
located in the back of the room. This will change the gravity of the room. And now, finally, you are
introduced to the brains of the operation, the final boss, the HighBreed Commander.
Boss Battle - Highbreed Commander
The HighBreed Commander packs a punch, and is too tough for you to damage. Use Jet Ray's
or Spidermonkey's speed to stay away from his melee range. If you stay out of melee range, he will
throw Xenocite Eggs, which are simple enough to dodge. If things get rough, break the heat
exchange units (the long glass tubes with red goo located along the sides of the room) to stun the
HighBreed Commander. This will give you time to flip the gravity of the room, and press a switch
located on the ceiling. After you activate a switch, you must wait for the console to reactivate, which is
distinguishable by it changing from red to green. Each time you activate the console you'll need to
activate a switch on the ceiling. After activating all four switches on the ceiling, the console that has
been managing the gravity rotates, revealing a new console. Activate it to complete the level.
NOTE: In the room just before the second Spidermonkey wall climb, you will find several tubes
erected in the back. If you destroy the third one from the right, you will notice that it is filled with water.
If you switch to Jet Ray and jump in you will find your self in a secret area! In here there are three
rotating, electrically charged paddles. If you touch any of them at all, it will kill you. So be careful to
keep your distance from them. Just follow around the first paddle and go down to the right side of it.
To the right you will find a small tunnel and in this tunnel is the Alien Tech Boost. To get out, just
continue to the right, go around the second paddle, and follow it around to the right side. To the right
you will see another tube, swim up to it and it will take you out of the secret area.
| Pick Up |
Location |
| Plumber's Badge 1 | On the far right of the lower level of the second piston room. |
| Plumber's Badge 2 | In the first area with updrafts, in the background. |
| Alien Tech Boost | In Jet Ray's secret area, below and to the right of the first paddlewheel. |
| Chrono Crystal Boost | Behind some boxes, to the right at the second teleporter's exit. |
Level 8 - A Change in the Weather
Kevin and Gwen head off to the weather towers while Ben tries to take out the ship. What
Kevin and Gwen need to do is destroy the turrets and power crystals that are controlling the force
fields on the towers. Trouble is, they are infested with DNAliens of all kinds.
You will start with Kevin. He will be relying heavily on finding a change object, in order to take
down the DNAlien forces. Have Kevin continue through the level and you will come to a clearing with
three crystals that have cables attached to them leading to a large turret. Shut down the turret by
destroying each of these large crystals and head on to the next obstacle: an electrical barrier. Destroy
the crystal attached to that and you'll be able to move on through. Just around the corner you'll find
another clearing with a large turret in the background. Like before, you'll need to destroy each of the
three crystals powering the turret to shut it down.
When you're finished, continue to the right and you'll find two crystals. With one of them behind
an electrical fence, you will need to destroy the one outside the fence to shut off the electricity. When
the power is out you can destroy the second crystal, which will take you to where Gwen is.
You will need to be cautious as you play with Gwen. Without her shield active she takes heavy
damage. As you progress to the right you will come to a large gap in the path. Don't let looks fool you,
Gwen's double jump will allow you to make it across just fine. Around the corner you will come across
some turrets. Take these out just as you did with Kevin and destroy each crystal that powers the two
turrets.
Jump over the following gaps and make your way to another turret. Go figure. There are three
crystals, destroy each of them then continue forward. You'll need to jump across a few more gaps till
you find one last crystal behind a large crevice with spiked rocks. Once again, destroy the crystal.
This will shut down the force field around the first tower. Ben finally shows up, guess it's time to take
down those towers...
Ben starts off as the massive 60-ft tall Spiked Humungousaur! In this first part, your objective is
to get to the top of the tower so that you can take out part of the array. There will be rotating platforms
that circle the tower to help you get to the top. On each platform of the tower you will encounter
turrets. You must destroy all of these turrets on your way to the top to destroy the tower completely.
Blocking is your friend here, if you find yourself in a place where you can not quickly destroy the
turret, block. Also, make sure you actively collect the health that the turrets drop, don't kill yourself to
get one, but keep in mind you can't go back to Ben for health. You have to finish this climb to the
top in one go. Once you've made it to the top of the tower and destroyed all of the turrets, simply
Interact with the array to destroy it.
In this next part you'll be making your way across to the next tower to repeat the process. Just
continue across platform to platform until you find a large crystal. Destroy the crystal to break down
the force field on the second tower. This will trigger the transformation into Spiked Humungousaur
again. Proceed like before making your way up to the top of the tower destroying the turrets along the
way. Be sure to block, there are more turrets on this tower leaving you open for more attacks.
Once the second tower has been destroyed, you will make your way across to the third and
final tower. Move quickly as Jet Ray or Big Chill across the moving platforms and find the crystal that
you will need to destroy to bring down the final force field.
On the third and final tower you are once again, Spiked Humungousaur. This one will be even
more difficult than the previous one. As well there will be two turrets on the ground itself. Be sure to
find and take out all of the turrets as you are making your way to the top of the tower. Destroy the last
tower, and the threat of the DNAliens forces is eliminated! Or is it?
| Pick Up |
Location |
| Plumber's Badge 1 | After the first electric fence in Kevin's first section. |
| Plumber's Badge 2 | In the air before the giant crystal in Gwen's section. |
| Alien Tech Boost | Between the first and second Weather Towers, on the semicircle platform
closest to the screen after the first floating grey circular platform. |
| Chrono Crystal Boost | Between the second and third Weather Towers, on the semicircle platform
closest to the screen before the first floating grey circular platform. |
Enemy Line-Up
The Forever Knights
| Forever Knight |
 |
The basic Forever Knight's attacks are slow, predictable and don't do much damage but
they have a long reach. These basic units are not very fast, leaving them vulnerable to swift
attacks. Jet Ray's beam attacks are very effective against the Forever Knights Armor
making him the perfect alien form to use. |
Attributes |
| Toughness | 1 |
| Strength | 2 |
| Ranged | 0 |
| Melee | 1 |
| Speed | 2 |
| Heavy Forever Knight |
 |
The Heavy Forever Knights are tougher and
more resistant to attack than their basic
counterparts. The Heavy Forever Knights also
have a ranged attack that is hurled from their
weapon that is enough to make you see stars,
so watch out. They pack a bigger punch and
are slightly faster than the basic units making
them more aggressive in battle. |
Attributes |
| Toughness | 2 |
| Strength | 2 |
| Ranged | 1 |
| Melee | 2 |
| Speed | 1 |
| Laser Lance Forever Knight |
 |
Laser Forever Knights carry a laser energy
gun that can fire off beams of laser light that
can also be used as a club in close combat.
They have slightly more health than the basic
Forever Knight. Defeat these Forever Knights
first, eliminating the background damage when
fighting melee units. |
Attributes |
| Toughness | 2 |
| Strength | 2 |
| Ranged | 4 |
| Melee | 1 |
| Speed | 2 |
| Mounted Forever Knight |
 |
Mounted Forever Knights are the largest unit
in the Forever Knights and have a powerful
Energy Lance that can hit you from far away.
After a few hits their mechanical mount will
explode, bucking the rider. After the fireworks,
they are just a basic Forever Knight with very
low HP. Use a ranged attack to take these
guys out, then hit them while they're down. |
Attributes |
| Toughness | 2 |
| Strength | 3 |
| Ranged | 0 |
| Melee | 3 |
| Speed | 4 |
| Forever Knight Ninja |
 |
The Forever Knight Ninja are the most elite
unit in the Forever Knight clan. They are
heavy damage dealers an have unmatched
speed. With more HP than the Heavy Forever
Knights and fast attacks, these enemies are
by far the hardest to defeat. They are agile
and are constantly on the move, dodging
ranged attacks and breaking your combos. |
Attributes |
| Toughness | 2 |
| Strength | 2 |
| Ranged | 1 |
| Melee | 4 |
| Speed | 4 |
The Pickaxe Aliens
| Pickaxe Alien Brawler |
 |
The Pickaxe Alien Brawlers are a smaller
enemy and may look wimpy, but they are very
fast attackers. Swampfire's fire attacks are
most effective against the Pickaxe Aliens, so
hurl fireballs and use his jump attacks. For
large groups use attacks such as the Ring of
Fire combo (Heavy, Light, Special). |
Attributes |
| Toughness | 1 |
| Strength | 2 |
| Ranged | 0 |
| Melee | 4 |
| Speed | 4 |
| Pickaxe Alien |
 |
The Pickaxe Aliens wield a pickaxe that they
use to attack the player with greater damage.
These units require the same strategy as the
Brawlers, lots of fire and keep the numbers
low. The Pickaxe Aliens are also short, it can
be difficult to hit them with a melee attack. |
Attributes |
| Toughness | 2 |
| Strength | 3 |
| Ranged | 0 |
| Melee | 3 |
| Speed | 3 |
| Pickaxe Alien Blaster |
 |
These Pickaxe Aliens have specially-modified
pickaxes that can fire energy blasts from a
distance, as well as... being normal pickaxes
that they can hit you with. The Ranged variant
is the most dangerous type of Pickaxe Alien.
They will try and stay in the background and
shoot their lasers at you so counter that with
some fireballs of your own. |
Attributes |
| Toughness | 2 |
| Strength | 2 |
| Ranged | 3 |
| Melee | 2 |
| Speed | 2 |
The DNAliens
| Xenocite |
 |
Xenocites are quick and agile. They will jump
at you from a distance and strike while flying
through the air. The best strategy for these
little buggers is to fight speed with speed. Jet
Ray can lash out as fast as they can or faster.
Just his Claw Whip combo (Light, Heavy) and
you can hit them as they jump at you. |
Attributes |
| Toughness | 1 |
| Strength | 1 |
| Ranged | 0 |
| Melee | 1 |
| Speed | 4 |
| DNAlien Worker |
 |
DNAlien Workers are the least powerful type
of DNAlien, but they still can be a challenge to
defeat. Their Crop Circle Maker guns will
freeze you from well outside of melee range,
so take down the DNAlien Workers by getting
up close to them before they have the chance.
If you do happen to get frozen try and wriggle
free by moving from side to side rapidly. |
Attributes |
| Toughness | 1 |
| Strength | 3 |
| Ranged | 2 |
| Melee | 3 |
| Speed | 2 |
| DNAlien Soldier |
 |
DNAlien Soldiers are the melee versions of
the DNAlien Workers. They do have a ranged
spit attack, but their clawed hands serve them
better for damage. When dealing with a
DNAlien Soldier, take them out quickly: Use
Jet Ray to get into melee range and defeat
before they have a chance to react. |
Attributes |
| Toughness | 1 |
| Strength | 3 |
| Ranged | 2 |
| Melee | 3 |
| Speed | 2 |
| DNAlien Commander |
 |
DNAlien Commanders are the most powerful
type of DNAlien. They're predominately
ranged attackers, using their blaster pistols to
fire at Ben. Once they are in melee combat
they will attack you with their claws and club
you with their pistol. Use the same strategy
against these guys as you used on the
DNAlien Soldiers: take them out quickly. |
Attributes |
| Toughness | 2 |
| Strength | 4 |
| Ranged | 3 |
| Melee | 2 |
| Speed | 3 |
| Pyronite DNAlien |
 |
Pyronite DNAliens are Heatblast aliens that
have been DNALienized. They will spit balls of
flaming goop at you that will catch you on fire,
causing damage over time. Fight fire with ice.
Big Chill is a great help when taking out these
guys. He is immune to catching on fire, and
this will put you onto an equal ground with the
Pyronite DNAliens. |
Attributes |
| Toughness | 2 |
| Strength | 3 |
| Ranged | 4 |
| Melee | 3 |
| Speed | 3 |
| Vulpimancer DNAlien |
 |
Vulpimancer DNAliens are like DNAlien
Bulldozers. They are incredibly strong, they
have quills they shoot from their spiny back.
As well as large clawed hands they can swipe
Ben down with. When fighting the Vulpimancer
keep to the high ground. Whether that's using
the brute force of Humungousaur or the jump
attacks of Big Chill, stick to a form you are
comfortable with. |
Attributes |
| Toughness | 2 |
| Strength | 4 |
| Ranged | 4 |
| Melee | 4 |
| Speed | 3 |
Secret Codes
Enter these codes by selecting the Enter Code option in the Bonus Content Menu. Once you've
unlocked a code, activate it by going to the Secrets section and toggling the Code to "On".
| Secret Code |
Code |
Description |
| Infinite Aliens | Ben, Swampfire, Gwen, Big Chill | Disables the Omnitrix Timer. |
| Invincibility | Kevin, Big Chill, Swampfire, Kevin | All characters are immune to damage. |
| All Combos | Swampfire, Gwen, Kevin, Ben | All Combos for all character are unlocked. |
| Level Lord | Gwen, Kevin, Big Chill, Gwen | Unlocks all levels and all characters. |