Mission 4: Pictures at an Exhibition
Traps:
Devil Doll starts off in a salt circle represented by 5 candles. As long as all five candles remain, she will teleport back into the centre and stun herself when she leaves the central area, so scratching the candles is impossible. Hells Gate is not an option due to the cases of TNT next to her.
IF you've got Destruction Curse by now, your best bet is to curse the guard as he walks past and wait for him to blow up a candle. Do it just as he's walking away, so he doesn't set off the TNT before you're free.
King Zero is in a room with a flam device in the doorway. If he gets too close, it blows up and KO's him instantly.
The trick here is to ice up another character near the flame device. If he picks up his chair and throws it at a guard outside, and the guard takes damage, then the guard will come running in to attack him.
Adam Zorn can't teleport very far due to the z field inhibitor. This will return him to his podium and stun him if he leaves the room.
The solution here is to blast the turret controller in the lab. This will enrage the turret, causing it to fire at the guard in his room, and hitting the z field disruptor if done right. Wait till the guard walking in the square pattern is about to walk in front of the z field disruptor, and fire at the controller box.
Anemone can't leave her room due to the water turrets. Her best bet is to enrage the guard who walks into her room using Telepathic Barb - he will then start shooting the turrets for you.
The most reliable escape method is to get Adam free, teleport him into DD's room, free her, and start taking the guards out. Both anemone and KZ are in for a prolonged fight when they do get free, but are safe in their cells. If you do get anemone out, hide her behind some crates and use siren song to hypnotize the guards as they come running.
Taking out the guards:
Once a hero is free, the Jack will tend to come running. Both DD and anemone can stay out of her way by flying and either hypnotise or enrage her, and she'll take out her own guards pretty quickly. Note: both powers work through walls, being direct powers.
Taking out the Jack:
The best opponent for the Jack of Diamonds is herself. Use DD'd cloning power - it'll take a while since her invulnerability often blocks it, but its reliable. DD herself can't be hurt whilst flying. Neither King Zero nor Anemone can really stand toe-to-toe with her for long, Adam Zorn should basically keep his distance by teleporting, and the King can use his Bion Field to slow her down and stay out of her way.
Secondary Objective - destroy a million dollars worth of art:
The key here is in the crate room outside anemone's cell. Inside one of the larger crates is a car shaped sculpture worth half a million - the rest of the art falls just short of the required figure. When you do complete the objective, the Jack will become permanently enraged.
Combo Powers:
Anemone's arrival opens up the first two combo powers:
Mind Shield - either DD or anemone can trigger this one on each other. They can combine their telepathy to trigger an active defence vs mental attacks around all team members. Note that this will temporarily halt all team-mates as they set up the shield power, and disable any existing active defences. Not a whole lot of use in this level but can come in very handy later on.
Unholy Terror - anemone can trigger an area effect panic attack around King Zero by broadcasting some of his less pleasant memories to those around him. Useful if he's getting mobbed.