Green Lantern Rise of the Manhunters
40 Achievements
1,000
8-10h
Xbox 360
Distress Call
Cleared mission 4.
10
How to unlock the Distress Call achievement in Green Lantern Rise of the Manhunters - Definitive Guide
This mission has a lot of bouncing around, with a few different enemy types to deal with. A notable addition is that some ranged types will now have a hold/capture component to their blast (if they are using yellow energy). You can shake free of the hold by wiggling the LS side to side.
The final boss (no spoilers to the plot) has a limited move set, so it is pretty easy to get into a rhythm to avoid their attacks. The first is a slow ranged blast, which is easily avoidable. The second is an area of effect hold, which you break out of by wiggling the LS as mentioned before. You'll see a yellow circle appear on the ground just before the attack hits. RS out of the way and attack to get some free hits in.
If you're like me and like to close to melee range, it should be noted that the boss will take some damage and then burst into a red aura. The boss then goes on the offensive using solely melee attacks till the aura dissipates. After you take their health down to 75%, they will back off and summon a few underlings for you to whoop on, while they shoot random hold AoE's. The holds also affect the minions, so you can use this to your advantage.
After you've gone back and forth a few times, and the boss has around 25% health they will start spamming the AoE holds, which now have less of a warm up from yellow circle to attack. After a few misses or a successful hit, the boss will close to melee. You don't want that. Once they get in close, immediately RS away. You'll see the boss do a few spins with a red circle around them. If you're in the circle, you get sucked into a fairly painful combo. I found that the Rocket Punch construct did a decent amount of damage each time, but I'm sure any tactic should work.
The final boss (no spoilers to the plot) has a limited move set, so it is pretty easy to get into a rhythm to avoid their attacks. The first is a slow ranged blast, which is easily avoidable. The second is an area of effect hold, which you break out of by wiggling the LS as mentioned before. You'll see a yellow circle appear on the ground just before the attack hits. RS out of the way and attack to get some free hits in.
If you're like me and like to close to melee range, it should be noted that the boss will take some damage and then burst into a red aura. The boss then goes on the offensive using solely melee attacks till the aura dissipates. After you take their health down to 75%, they will back off and summon a few underlings for you to whoop on, while they shoot random hold AoE's. The holds also affect the minions, so you can use this to your advantage.
After you've gone back and forth a few times, and the boss has around 25% health they will start spamming the AoE holds, which now have less of a warm up from yellow circle to attack. After a few misses or a successful hit, the boss will close to melee. You don't want that. Once they get in close, immediately RS away. You'll see the boss do a few spins with a red circle around them. If you're in the circle, you get sucked into a fairly painful combo. I found that the Rocket Punch construct did a decent amount of damage each time, but I'm sure any tactic should work.