XXXXXXX XXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX ___ ___ _______ ___ _ XXXXXXXX XXXXXXXX | \ / | | ______| | \ | | XXXXXXXXXXXXXXX | |\ \ / /| | | |_____ | |\ \ | | XXXXXXXXXXXXX ____ | | \ \ / / | | | _____| | | \ \ | | XXXXXXXXXXX |____|| | \ \ / / | | | |_____ | | \ \| | XXXXXXXXX |_| \___/ |_| |_______| |_| \___| XXXXXXXXXXX __ _ __ _ _ _______ XXXXXXXXXXXXX | | / \ | |\ | | \ ( \ // // XXXXXXXXXXXXXXX | |-- ( __ |-- | \ | | ) \ // // XXXXXXXX XXXXXXXX |__ |__ \_/ |__ | \| |_/ \_) // // XXXXXXXX XXXXXXXX // // XXXXXXXX R I S E O F A P O C A L Y P S E _//_//_ XXXXXXXX X-MEN LEGENDS II: RISE OF APOCALYPSE (PC Version) FAQ/WALKTHROUGH v1.31 2006-01-04 Copyright 2005, 2006 Barry Scott Will *GAME VERSION NOTE* This guide was written while playing the PC version of the game; however, the console versions (PS2, XBox and Gamecube) are exactly the same with the exception of the two PC-only characters and the control layout. For a visual version of this guide, complete with maps, please visit: http://www.pyric.com/xml2/ This work is licensed under the Creative Commons Attribution-ShareAlike License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/2.5/ Marvel, X-Men and all Marvel characters and the distinctive likenesses thereof are trademarks of Marvel Characters, Inc. Copyright 2005 Marvel Characters, Inc. Game copyright 2005 Activision Publishing, Inc. This guide is not endorsed by, nor is the author associated with, Marvel Comics, Activision or Raven Software. / \ /--MEN LEGENDS II----------------------------------------------------- \/ /\---CONTACT INFORMATION------------------------------------------------ / \ / To contact me about the guide, send email to: pyric@cavecreations.net Please include "XML2 FAQ" in your subject line so I don't auto-discard the message. Also, please read the FAQ carefully prior to asking for help on any part of the game. If you send me additional suggestions or hints for the game and I find them useful, you will be acknowledged in the Credits. If you found this guide useful and would like to contribute a small token for my efforts, you may send money through PayPal to: paypal@cavecreations.net Or use the Donate link found on my Web site: http://www.pyric.com/ Thank you, and enjoy the guide! / \ /--MEN LEGENDS II----------------------------------------------------- \/ /\---TABLE OF CONTENTS-------------------------------------------------- / \ / Title Matter Contact Information Table of Contents Section A. Overview A.01 Review A.02 FAQ A.03 Glossary Section B. Gameplay B.01 Controls B.02 Team Management Screens B.03 Combat B.04 Item Collecting B.05 Using the Map B.06 Hints, Tips & Tricks B.07 Exploits (It's not cheating! Really!) B.08 Glitches & Bugs Section C. Walkthrough C.01 Overview C.02 Special Conversations *ACT 1* C.03 Prologue C.04 In the Blink of an Eye C.05 Hacker's Delight C.06 Infiltration C.07 Under Pressure C.08 Jailbreak C.09 Into the Void *ACT 2* C.10 Certain Destiny C.11 The New Ice Age C.12 No Way In, No Way Out C.13 Beyond the Threshold C.14 Tomb Raiders C.15 Beyond the Threshold, Part II C.16 The Beast Within *ACT 3* C.17 Rotten to the Core C.18 Infinite Possibilities C.19 Sinister Intentions C.20 'Altar'ed Reality C.21 Of Gods and Heroes *ACT 4* C.22 Sentinel Invasion C.23 Hellfire to Pay C.24 Prison of Misery C.25 Where Angels Fear to Tread C.26 Hail to the Queen C.27 Evil Revealed *ACT 5* C.28 Seal of Fate C.29 Survival of the Fittest Section D. Allies D.01 Bishop D.02 Colossus D.03 Cyclops D.04 Deadpool* D.05 Gambit D.06 Iceman D.07 Iron Man* D.08 Jean Grey D.09 Juggernaut D.10 Magneto D.11 Nightcrawler D.12 Professor X* D.13 Pyro+ D.14 Rogue D.15 Sabretooth+ D.16 Scarlet Witch D.17 Storm D.18 Sunfire D.19 Toad D.20 Wolverine D.21 Bonus Teams D.22 Categories * Denotes an ally that must be unlocked + Denotes an ally only available in the PC version of the game Section E. Item Lists E.01 Danger Room Discs E.02 Tech Stations E.03 Homing Beacons E.04 Data Discs E.05 Weapon Caches E.06 Comic Books E.07 Sketch Books Section F. Danger Room Courses F.01 Freshman Courses F.02 Sophomore Courses F.03 Junior Courses F.04 Senior Courses F.05 X-Man Courses F.06 Legends Courses Section G. Trivia Games G.01 Act 1 Questions G.02 Act 2 Questions G.03 Act 3 Questions G.04 Act 4 Questions G.05 Act 5 Questions Version History & Credits To quickly find a section, open your browser's Find function (typically CTRL-F on a Windows PC) and type the section number, e.g. D.11, into the search box. / \ /--MEN LEGENDS II----------------------------------------------------- \/ /\---Section A. OVERVIEW------------------------------------------------- / \ / ============== A.01: Review ============== X-Men Legends II: Rise of Apocalypse is proof of the old adage, bigger is not always better. Compared to XML1, XML2 has more mutants with more powers fighting through bigger areas against bigger bosses. About the only thing that's really an improvement; however, are the bigger bosses. Raven Software tweaked the graphics--at least you can count the fingers on the hands of the characters during cutscenes--but the locales tend to be annoyingly similar. And, the more you play, the more you realize a lot of the "extras" added to the game are just filler. More collecting X number of items. More long, meandering hallways built by Frank Lloyd Wright's insane twin filled with cannon fodder that must be disposed of using the even greater number of powers at your disposal, which leads to lots and lots of reading and experimenting and calculating...and other complexity. Admittedly, there are some nice touches. There's a bit more variety in the powers now, especially with Xtremes. The bosses are more fearsome and even some of the early bosses can lay waste your entire team a few times before you figure them out. The story is pretty good and will hold your interest, though it will be tried many times as you slink your way through yet more mindless filler. Overall, this game rates about the same as the first. For every improvement, there's a disappointment. Still, in the end, this is one of the best superhero titles as well as one of the best action RPGs to come down the pike this year. =========== A.02: FAQ =========== Q. How do I unlock Deadpool/Iron Man/Professor X/Pyro/Sabretooth? A. If you have the PC version of XML2, Pyro and Sabretooth will be available to you at the first Xtraction point in the Genosha Sanctuary. If you don't have the PC version of XML2, you're out of luck. Deadpool is unlocked when you beat the game for the first time. You can unlock Professor X by collecting all Danger Room discs and beating all the Danger Room scenarios. You only need to beat the scenarios (i.e. earn the Titanium Award), you don't have to beat the optional Award requirements (Adamantium and Vibranium). Iron Man is a bit more complicated. In each of the five Acts, you can find up to six homing beacons. Find four of them and a secret portal will open back at your base (it will be located next to the "shop"--i.e. Beast or Forge). Go through the portal and defeat the enemies. In Acts 1 through 4, you recover a piece of Iron Man's armor. In Act 5, you rescue Iron Man himself and can then use him in the current and future games. Q. I heard Cable/X-Man/Dark Phoenix/Cannonball are in the game. Why aren't they in your FAQ? A. Those four characters are exclusive to the Sony PSP version of XML2. Unless someone wants to donate a PSP to me, they won't be covered in this FAQ. Q. I thought the comic books unlocked special Flashback missions? A. The Flashback missions are a Sony PSP exclusive. You won't get them on the Gamecube, PS2, XBox or PC. Q. Should I get this for PC or one of the consoles? A. It's up to you. XML2 is not that demanding on PC hardware, so even mid- range systems from two or three years ago can probably run it. If you can play newer games such as Dungeon Siege II or Ultimate Spider-Man, XML2 will run like butter. The PC offers two more playable characters (albeit ones very like Sunfire and Wolverine), much shorter load times and better graphics. The downside is a complicated control scheme unless you have a decent gamepad and possible bugs or conflicts with your hardware. Oh, yeah, the PC version is $10 (US) cheaper. Still, it's your call. Q. Can I play as ? A. In the Skirmish mode, you can choose various enemy mutants. You can put enemy mutants and some non-playable mutants on your team in Story mode, but it involves hex editing your savegame, so you'll need to look elsewhere for that info. Q. What's the correct answer to ? A. See Section G of this guide. Q. What's the best setup for my gamepad? A. A complete overview of the controls is in Section B.01, including how to set up your gamepad to mimic the control layout of the consoles. Q. How do I hit combos? A. Section B.03 covers combat in all its permutations. Q. How should I level up ? A. Section D of this guide covers all 20 playable characters, with complete lists of skills and recommended leveling procedures. Q. What's the highest level for the X-Men? A. 99, and, even if you get that high, you still won't be able to buy every rank in every skill. Q. Is this just like XML1? A. There are a lot of similarities; however, it is different enough-- especially in the heroes and their skills, that you'll need some time to get used to it. Still, it plays close enough to the original that you can jump in and start killing bad guys right away. Q. How many savegames can I have? A. The PC version of XML2 allows 10 savegames. They are stored in My Documents\Activision\X-Men Legends 2\Save You should rotate at least three or four saves in case you mess up real bad. Q. I can't destroy the statues in the Temple of Anubis! What's up? A. There's a glitch in this area. See B.08, Glitches & Bugs, for the solution. =============== A.03: Glossary =============== ATK: Attack rating; measures how easy it is for a character to successfully land a melee attack on another character Boost: Skills that are buffs Buff: Any enhancement to a character's offensive or defensive stats or abilities Debuff: Any penalty to a character's offensive or defensive stats or abilities DEF: Defense rating; measures how hard it is for a character to be successfully hit by a melee attack EP: Energy points HP: Hit points or health Mob: Any hostile character or characters Power: Any mutant skill that requires activation (i.e. non-Passive) Skill: The varying abilities of all mutants. Skills come in several types: * Ability: adds an ability to the character's repertoire (such as flying) * Beam: an instantaneous, straight-line, narrow-width projection of energy * Blast: causes an explosion at the target spot * Boost: enhances offensive/defensive capabilities * Charge: a special attack that covers a large distance * Debuff: penalizes enemies' abilities * Melee: an enhanced hand-to-hand attack * Passive: a skill that provides a continuous effect * Projectile: fires a bullet or missile, some will track the target * Radial: creates an effect in a circle around the character * Special: Any skill that does not fall into one of the other categories * Trap: Creates an effect that damages enemies autonomically * Xtreme: Skills that can only be used with Xtreme tokens XP: Experience points / \ /--MEN LEGENDS II----------------------------------------------------- \/ /\---Section B. GAMEPLAY------------------------------------------------- / \ / ================ B.01: Controls ================ B.01.a) Control Layout ---------------------- The following table lists the default keyboard controls as well as recommended gamepad controls. XML2 recognizes most gamepads, but does not automatically set up the controls. You will have to do that through the game's Options>Advanced menu. +--------------------+--------------------+--------------------+ | Action | Key | Gamepad | |--------------------+--------------------+--------------------| | Move Forward | W | Left Analog Up | | Move Backward | S | Left Analog Down | | Move Left | A | Left Analog Left | | Move Right | D | Left Analog Right | | Attack/Power 1 | Keypad 4 | Button 1 | | Smash/Power 2 | Keypad 6 | Button 2 | | Jump/Xtreme | Spacebar | Button 4 | | Use/Boost | E | Button 3 | | Use Powers | Keypad 5 | Right Shoulder | | Energy Pack | O | Right Trigger | | Health Pack | P | Left Trigger | | Call Allies | C | Left Shoulder | | Character Up | Up Arrow | D-Pad Up | | Character Down | Down Arrow | D-Pad Down | | Character Left | Left Arrow | D-Pad Left | | Character Right | Right Arrow | D-Pad Right | | Map Toggle | M | | | Start/Pause | ESC | Button 9 | | Stats Menu | F1 | Button 10 | | Camera Up | I | Right Analog Up | | Camera Down | K | Right Analog Down | | Camera Left | J | Right Analog Left | | Camera Right | L | Right Analog Right | | Screenshot | F11 | | | Talk | T | | | Walk | Left Shift | | | Switch Character | Q | | | Attack Object | Left CTRL | | | Rotate Camera | V | | | Bind Power | B | | | Quick Power | ` (backtick) | | | Power 1 through 11 | 1 through - (dash) | | +--------------------+--------------------+--------------------+ Here's an (admittedly crude) representation of a generic, 10-button, dual- analog stick controller: ____________ ____________ / LS______ \ / ______RS \ __|__/__LT__\__|_____________|__/__RT__\__|__ / _ \ / _| |_ (4) \ / [_ D _] (3) (2) \ / |_| (9) (10) (1) \ / _ _ \ ( ,~' '~, ,~' '~, ) \ ( LA )_________( RA ) / \ |'~,_,~' '~,_.~'| / \ | | / \ | | / \ | | / \ | | / \ | | / \ | | / \ | | / \____| |____/ D = D-pad LA/RA = Left and Right thumbsticks LT/RT = Left and Right triggers (small shoulder buttons) LS/RS = Left and Right (large) shoulder buttons The game may refer to the triggers as buttons 5 and 6; and it may refer to the shoulder buttons as buttons 7 and 8. Your gamepad may have additional buttons, or it may have six thumb-placed buttons on the right face and only two shoulder buttons. The thumbsticks may also be buttons. Etc. The variations aren't endless, but there are more than can be reasonably accounted for here. However, if your controller is roughly like the one pictured here and you bind controls as suggested in the above table, it will handle pretty much just like XML and XML2 on the consoles. *CONTROLLER QUICK-TIP* Bind your keyboard controls to the secondary slots and bind your gamepad controls to the primary slots. Then the game hints will refer to your gamepad rather than keyboard. For example, instead of being told to press E to activate an Xtraction point, you'll be told to press Btn 3. Not having to carry a translation table in your head makes gameplay much smoother. B.01.b) Using the Controls -------------------------- ATTACK & SMASH These are your two different melee attack buttons; Smash is a more powerful attack. You can string them together in different ways to create melee combos (not the same thing as power combos). E.g. Attack - Attack - Smash is a heavy uppercut. You can learn different combos in Freshman and Sophomore level Danger Room courses. Attack and Smash also execute offensive powers when you press and hold Use Powers. You can choose which two powers to assign to the buttons from the team management screens. USE/BOOST This is the generic "use" key for all kinds of game situations: open doors, talk to NPCs, use computer consoles, pick up & throw items or enemies. Etc. This is also the key to which you bind boost and debuff powers. JUMP/XTREME Pressing Jump once causes your character to jump. Press Jump + Smash to execute a power jump (slightly longer, higher jump with an attack at the end). Some characters can fly, if ranks are purchased in the Flight skill. To fly, press Jump, then press Jump again while in the air. While flying, press Use to fly lower and Jump to fly higher. You can also press Smash to execute a dive-bombing attack. *NOTE* In XML2, fliers cannot carry other characters. Teleporters (Nightcrawler and Deadpool) will teleport in the direction you push the control pad if you press Jump while the character is in the air. Iceman will use his Ice Slide if you press Jump in mid-air (if you have purchased ranks of the Ice Slide skill). Toad can double-jump by pressing Jump while he is in mid-air (no special skills required). Xtreme powers are bound to the Jump button. USE ENERGY/HEALTH PACK Press one of these buttons to cause your currently selected character to use an energy or health pack, restoring 33% of the character's maximum energy or health. Each character has a chance of getting 66% max energy or health, depending on Focus and Body stats, respectively. Characters controlled by the AI can be set to use health packs under certain conditions (see Team Management Screens below). AI-controlled characters will never use energy packs. All characters regenerate energy. Some character skills (and some equipment) regenerate health. You begin the game with the ability to carry 10 of each type of pack. You gain +5 carrying capacity with each 10 levels (i.e. as soon as any one character reaches the next 10-level mark: 10, 20, 30, etc.) to a maximum of 55 of each pack at level 90. You can gain 12 additional units carrying capacity for each type of pack by finding all data discs in the game. CALL ALLIES Issues a command to your AI-controlled teammates to come attack your current target (or reform around you if no targets are nearby). The AI- controlled characters will attack with the power specified on their AI screen. (Or, in some cases, the AI may choose a different offensive power, based on the range to the target.) Spamming the Call button is the only way to hit Power Combos in single-player. Pressing Call Allies also gives a verbal cue so other player-controlled characters (when playing multiplayer) can come to your aid. USE POWERS Pressing Use Powers brings up the Powers menu, which shows your bound powers in this arrangement: Jump Use Smash Attack Press and hold this key, then press the appropriate key (Attack, Smash, Use, Jump) to execute a mutant power. Attack and Smash are offensive powers, Use is a boost/debuff power and Jump is an Xtreme power. If you set up your gamepad as specified above, this configuration will match the face buttons on the right of your controller: 4 3 2 1 You can bind powers to keys through the Skills page in the character stats (see below). If you have more powers than can be bound to keys (e.g. you have two boost/debuff powers and there is only one boost key), you can change bound powers on the fly: Press and hold Use Powers, then press a character selection key in the direction of the key to which you want to bind a different power. The game will cycle through the available powers for that button. For example: You have both Absorption and Energy Fury for Bishop. Currently, Absorption is bound to the Use key. * Press and hold Use Powers (e.g. Right Shoulder button) * Press Left Character Select (e.g. Left D-pad) * The Energy Fury icon will replace Absorption on the powers menu * Release Use Powers * Energy Fury is now bound to the Use key START/PAUSE Brings up the game menu. MAP TOGGLE Switches the overhead map between small, large and hidden. On the PC, the small overhead map works quite well. SCREENSHOT Saves a .bmp screenshot to: My Documents\Activision\X-Men Legends 2\Screenshots The game will only save 256 screenshots (XMenLegends0000.bmp to XMenLegends0255.bmp) and then will start over at 0000, even if it means overwriting earlier images. TALK Opens chat window for online multiplayer chatting. WALK Slows down the movement of your characters. BIND POWER Allows you to bind two additional "quick powers" to your mouse buttons. Press and hold 'B', select the power and then press either the left or right mouse button. To use the power, press and hold backtick (`) and press the left or right mouse button. (The backtick key is immediately left of the number '1' key on US English keyboards.) If you're using a gamepad, you probably won't use this feature. POWER KEYS 1 THROUGH 11 You can immediately execute any power by pressing the numbers 1 through 0 and the - (dash) key (directly right of the '0' key). You cannot change the binding of these keys. To see which powers have been mapped to which keys, press and hold 'B'. In general, offensive powers are keys 1 to 6, Xtreme powers are keys 7 and 8 and boosts/debuffs are keys 9, 0 and - (dash). However, because different characters have different numbers of each category of skill, the mappings will vary slightly. This is a quick and easy way to use a power for a special situation without having to re-map your buttons. B.01.c) The Game Menu --------------------- The following options are available on the game menu (press Start/Pause while playing): OBJECTIVES See all active and finished tasks received in the current Act. TEAM MANAGEMENT Brings up the team management menu, same as pushing the Stats Menu key. END MISSION This option, only available while playing a Danger Room scenario, ends the scenario and returns you to the Danger Room menu. BLINK PORTAL Opens a portal from your current location to the home base in the current Act. This option is only available after you rescue Blink at the beginning of Act 1. Blink Portals persist through reloads, so you can, effectively, save and quit any time. Blink must rest for five minutes after creating a portal, so you can't use them completely indiscriminately. MAP [SMALL/LARGE/HIDDEN] Toggles through the different overhead map sizes (or turns it off). AUTOMAP Leaves the game paused and turns on the large overhead map. You can move and rotate the map so you can get an idea of the current area's layout, look for rooms you might have missed, etc. OPTIONS Opens the game options menu. PLAYERS Opens the player management menu, where you can add or remove players for co-operative play. LOAD GAME Loads a savegame. QUIT GAME Quits to the main menu. B.01.d) Xtraction Points ------------------------ Xtraction points must be activated by walking over them. Once activated, Xtraction points allow you to do three things: 1) Xtract--instantly teleport to any other Xtraction point you have activated, including those in previous Acts. Just press Left or Right to switch Acts. 2) Change Team--bring up the Change Team menu to replace/revive members of your current team. 3) Save Game--save your game to one of the ten save slots available. Note that options like visiting the danger room or shopping have been removed since all you have to do is Xtract back to base to do those things. (You can even Blink Portal back to base at any time, without using an Xtraction point.) ============================= B.02: Team Management Screens ============================= *MENU CONTROLS* In the following descriptions, the gamepad buttons shown match the recommended layout given previously. If you have mapped your gamepad differently, you will have to adjust or use the on-screen prompts. Press the Stats Menu button or choose Change Team at an Xtraction point or press Start/Pause and choose the Team Management option to bring up the main team management menu. The main menu shows your current team. Select a character using the movement or character controls, then: * Press Jump (Btn 4) to open that character's stat screens. * Press Use (Btn 3) to remove that character (Change Team screen only) * Press Attack (Btn 1) to replace that character (Change Team screen only) * Press Use Energy Pack (RT) to apply a different costume (skin) (Change Team screen only; not available for all characters) * Press Smash (Btn 2) to back up one menu level * Press Start/Pause to end the session, accept all changes and return to the game (or game menu if you used the Team Management menu option) If you choose to Replace a character, a menu of available heroes appears. Scroll through the menu using up/down movement keys to highlight the hero you want. If that hero previously fell in battle, there is a cost to revive him or her. This cost varies based on your character level and is shown next to the character's portrait. Press Attack (Btn 1) to revive the character. Press Attack (Btn 1) to place a character in the current position on the team. Press Smash (Btn 2) to quit the replacement menu. Note: you can also bring up stat screens of characters on the replacement menu by pressing Jump (Btn 4). Thus, from the Change Team menu, you can manage the stats, skills and equipment for all playable characters. There are four stat screens: Stats, Skills, Gear and AI. To switch screens, press left or right movement buttons (LA stick) or character select buttons (D-pad) or click a tab. Underneath the tabs, on all screens, is the current character's name, XP progress through the current level (displayed as a simple bar graph, no XP numbers are actually shown) and current level. To switch to a different character while the character screens are open, press Call Allies (Left Shoulder button) or Use Powers (Right Shoulder button). B.02.a) Stats ------------- At the top of the stats screens are listed your four abilities as well as stats based on those abilities. Underneath is detail information about the currently selected stat. All information displayed on this screen includes bonuses from skills and equipped items. Your four ability scores are: BODY Increases your health points (HP) and chance for double health from potions. Next to your current Body score are your current and max HP. To add a point to Body, select it and press Attack (Btn 1). To remove a point from Body that has been added during this session, select it and press Use (Btn 3). Health is calculated as: 25 + 5 per level + 3 per Body Body also affects your natural resistances. Your resistances are listed on the right side of the screen. In order they are: Energy resistance Mental resistance Radiation resistance Elemental resistance FOCUS Increases your energy points (EP), energy regeneration, melee mental damage, and chance for double energy from potions. Next to your Focus score are your current and max EP. To add a point to Focus, select it and press Attack (Btn 1). To remove a point from Focus that has been added during this session, select it and press Use (Btn 3). Energy is calculated as: 30 + 4 per level + 2 per Focus STRIKE Increases the damage you do with melee attacks. Next to your Strike score is shown your melee damage. The range before the slash is standard Attack damage. The range after the slash is Smash attack damage. You get a damage bonus of +2% per Strike. To add a point to Strike, select it and press Attack (Btn 1). To remove a point from Strike that has been added during this session, select it and press Use (Btn 3). SPEED Increases your attack rating (ATK) and defense rating (DEF). Next to your Speed score are your ATK and DEF. ATK: Increases the chance to hit with melee attacks (5 per Speed - 35) DEF: Increases your ability to dodge incoming melee attacks (3 per Speed) To add a point to Speed, select it and press Attack (Btn 1). To remove a point from Speed that has been added during this session, select it and press Use (Btn 3). B.02.b) Skills -------------- If you played XML1, this will be the biggest change as characters have a greater selection of powers. One big change is two Xtreme powers per character (most characters, anyway) rather than one. Also, the Xtreme powers have ranks just like all the other powers. There's also been some shuffling of roles (Storm no longer has Leadership), and more reasonable allocation of skills (only melee-focused characters get Critical Strike). Unlocked skills show a series of boxes representing the ranks available. Like so: [][][][][][][][][][][][][][][][][][][][] Ranks you have bought are colored in, ranks available to be bought are highlighted in white. All powers show 20 ranks; however, some powers don't allow 20 ranks. These powers show "locked" boxes on the left: [/][/][/][/][/][][][][][][][][][][][][][][][] Why did the developer team do this? Especially when some skills with fewer than 20 ranks simply show fewer than 20 boxes? The world may never know. To view information about a skill, select it and press Use Energy Pack (RT). To add a rank to a skill, select it and press Attack (Btn 1). Available points are shown at the bottom of the skills page. All ranks cost one skill point. To subtract a rank bought in this session, press Use (Btn 3). Once you Accept the changes (by exiting the team management screens), you can't subtract the points. There doesn't appear to be any kind of Cancel command, so if you want to delete your changes, you'll have to do it manually before pressing Start/Pause. To assign a power to a power key (Attack, Smash, Use or Jump) select the power, press Use Health Pack (LT), then press the appropriate button. Remember, only non-Xtreme offensive powers on Attack and Smash; only non- Xtreme boost or debuff powers on Use and only Xtreme powers on Jump. B.02.c) Gear ------------ At the top of the Gear screen are your ability scores and related stats (as shown on the Stats screen). This allows you to examine the effects of equipping and unequipping items. Below your stats are your three equipment slots and whatever items you currently have in those slots: belts, gloves and armor. Below that is the current inventory of unequipped items. To remove an equipped item, select it and press Use (Btn 3). To equip an item to a slot, select the slot, press Attack (Btn 1) to move to the inventory list, select the item you want to equip and press Attack (Btn 1). If you already had an item equipped in that slot, it will be swapped with the new item. To leave the inventory list without equipping a new item, press Smash (Btn 2). To drop an item on the ground either from your gear slot or from the inventory list, press Use Health Pack (LT). B.02.d) AI ---------- The AI screen shows the current settings for this character when controlled by the computer. To change any of these settings, select it and press Attack (Btn 1) until the proper setting is displayed. AI HEAL WHEN FULL If set to Yes, when walking over a health pack and any current team member needs health (no matter how small) and you have a full complement of health packs, your characters will use health packs and pick up the new one. Set this to Yes. This setting applies to the whole team. AI HEAL Governs how the AI uses health packs. This rule applies to the whole team. There are four rules: Never: the AI never uses health packs < 20%: the AI uses a health pack if the character's health falls below 20 per cent of maximum and there are more than two health packs in inventory < 40%: the AI uses a health pack when the character's health falls below 40 per cent of maximum and there are more than two health packs in inventory < 80%: the AI uses a health pack when the character's health falls below 80 per cent of maximum and there are more than two health packs in inventory The recommended settings are 40% and 80%. Never is not a good idea unless you intend to rapidly switch characters while in combat in order to use health packs. Less than 20% can cause a character to die from massive damage before getting low enough to use a health pack. Less than 40% is a good all-around rule that will keep your teammates alive while saving on your store of health packs. Less than 80% will cause the AI to use health packs far too rapidly in the early game; but, you can switch to it once you are able to hold 20 or more health packs (at level 20). AI MODE Sets how the character should react in combat, especially when you call for help. There are three levels of AI for each character. Aggressive: the character responds immediately to attack Normal: the character waits for an opportunity before attacking Defensive: the character only attacks if he or she is attacked There's little use in this game for Defensive AI. Melee characters should be set to Aggressive, the remaining characters can be set to Normal. AI SKILL This is the mutant power the AI will use when you call for an attack using the Call Allies button. See the individual character listings in Section D for recommendations. AI AUTO-TRAIT, AI AUTO-SKILL, AI AUTO-EQUIP Controls whether the AI will automatically level up stats or skills and automatically equip characters with new equipment. Here's the quick rundown: You can set everything to Auto and beat the game. If you want to beat the game easily, you will turn Auto-Skill off. If you want to pwn* the game, you will handle everything yourself. The game does all right auto-leveling and auto-equipping characters; however, it spreads stat and skill points too thin and tends to equip items based on their level requirement rather than their actual stat boosts. Plus, it doesn't necessarily equip items based on usefulness; for example, putting a +Strike item on Magneto is worthless, but would be a big help on Wolverine. If you really want to power-game through XML2, you'll want to stick with a single team and level them up and equip them yourself. * A "gamer-ism" that is a deliberate typo of "own" and means to so thoroughly and completely understand the game that you can breeze through Hard mode without breaking a sweat. ============== B.03: Combat ============== Combat, and lots of it, is the name of the game in X-Men Legends II. Each character has two primary melee attacks: Attack and Smash. By hitting an opponent with different sequences, you can perform a special attack that does more damage. Some of the special attacks are: - Triple Hit: Attack, Attack, Attack - Knockback: Attack, Smash, Smash, Smash - Stun: Smash, Attack, Smash, Smash While some characters can be effective just unloading melee attacks on the bad guys, the best way to win fights is to use your mutant powers. There are also power combos: two mutant powers hitting an enemy at the same time. In XML2, power combos are harder to execute and are not as useful anyway because there is no damage bonus for hitting a combo. There is an XP bonus for using a combo, and that can be exploited (a little) for faster leveling. Hitting combos in multiplayer requires communication between the players and a good sense of the timing of each mutant power being used. Wolverine's Feral Slash, for example, is much faster than Storm's Lightning Strike. If a player controlling Wolverine wants to hit a combo with a player controlling Storm, the Wolverine player must watch the timing of the LS and initiate the Slash immediately before the lightning hits. In single player, hitting combos is part luck and part skill. In combat, you spam the Call Allies button to have them attack your opponent with their mutant powers. Again, timing is an issue, but you don't have much control over when the computer AI will actually unleash its power(s). Experiment to find different teams that work well for hitting combos. Make sure you always have a character with Leadership on the team. This skill adds bonus experience points earned from an enemy on whom you used a combo, and it increases the critical strike chance for the entire team. You do not have to actually defeat the enemy with the combo. As long as you used a combo on that enemy at some point, you get the bonus XP. You can also score combos even if you are just fighting hand-to-hand; just keep pressing Call Allies while you're punching to keep your teammates blasting away with their powers. There's even a "Batter Up!" combo that is scored when one character hits with a strike sequence at the same time another character hits with another strike sequence. You can also score Batter Up! combos by picking an enemy up (by hand or with powers) and flinging the foe into the rest of the team. There is a small window of opportunity surrounding each power when you can cause a combo. Powers that temporarily stun your opponents are especially good for combos as you can hit with the second power any time while the foe is stunned. Area-of-effect powers also give good chances for hitting combos as multiple enemies are affected. Finally, multiple-attack powers (e.g. Nightcrawler's Teleport Frenzy or Gambit's Staff Assault) give you more opportunities for hitting combos. Once you get to level 15 and purchase Xtreme powers for your X-Men, you can use these powers by pressing Use Powers + Jump. You can hit super power combos by hitting a combo with one or two Xtreme powers. Xtreme powers require Xtreme icons, which will display at the bottom center of the screen. In order to fill these icons, you need to collect Xtreme tokens the same way you collect health packs, etc. Each token fills one-quarter of an icon, so you must collect four tokens to get one full icon and use an Xtreme power once. The Xtreme power icons are shared by all X-Men. Thus, if you have one icon filled, and Bishop uses Big Bang, Deadpool cannot then immediately follow with Nitrogen Blast until you pick up more tokens. At level 15, you can have one filled Xtreme icon. At level 20, you can have two filled icons. At level 25, you can have three; at level 30, you can have four; and, at level 35 and after, you can have five filled icons. Xtreme powers are most useful for crowd control. Try to avoid using Xtreme powers against bosses, as most Xtreme powers are large area-of-effect powers that are intended to damage multiple enemies. Against a single enemy, they're a lot less powerful. (With one or two exceptions as noted in Section D.) Use focused, single-opponent powers and combos against bosses. Another method of dealing with your enemies is to throw things at them. A character with the Might skill can pick up and throw cars, trucks and other really heavy things--as can Jean and Magneto if you buy enough ranks in their special powers (Telekinesis and Levitation, respectively). Any character can throw barrels or crates. You can even pick up and throw enemies; and, a character with Might can pick up and throw Wolverine (Fastball Special). Though, for the most part, throwing is not a normal method of dealing with mobs. As you attack enemies, keep an eye on the enemy status bar in the top center of the screen. This shows your opponent's health status and any damage resistances possessed by the enemy. For example, some enemies are physical resistant. This means attacks causing physical damage are less effective. Team up on the foe with energy and mental attacks. The same goes for opponents listed as mental resistant, etc. Finally, if you can, avoid combat on bridges (especially bridges built by an X-Man) or near ledges. The computer AI is just stupid enough to occasionally send your teammates jumping into the abyss after enemies that have fallen over the edge. That's a bad thing. Combat in XML2 is fast, furious and goes on forever; so, you'll get plenty of practice in taking care of the bad guys. If, for some strange reason, you can't get enough combat, try the Danger Room. ===================== B.04: Item Collecting ===================== Your primary task in X-Men Legends II is defeating the bad guys. Your secondary task is scrounging for loot...that is, collecting valuable equipment. You get most of your swag from drops by your enemies; however, you can also get a lot of loot from destroying the scenery. Most of the items you will collect are health packs, energy packs and tech bits. Tech bits are the XML2 equivalent of money. You use tech bits to buy equipment from Forge and Beast and revive fallen mutants-in-arms. Once you hit 15th level and can use Xtreme powers, you'll start picking up the Xtreme tokens you need to fill your Xtreme power icons. You'll also pick up a lot of gear that improve stats. All allies share the inventory, so any hero can equip anything that's been picked up, unless another character is already wearing the item. There is a limit of 20 unequipped items that can be held in inventory. If you try to pick something up and get the message "Inventory is full", you have three options: 1) Ignore the item on the ground because it is underpowered for your current level; 2) Return to base and sell unused items to Forge or Beast or put them in the hero stash; or, 3) Drop some of your current inventory on the ground. In order to keep your inventory from filling up, re-evaluate your equipment and sell unneeded items at least every other Xtraction point. *NOTE* There's a game-stopping bug related to memory dumps and the number of items in your hero stash. Keep your hero stash at 30 items or less! There are also many bonus items that are hidden throughout the game. If you thought there were lots of hidden items in XML, wait until you get a load of XML2. Here's the quick hit list: Comic books: there are 15 of them. They don't confer any stat bonuses, alas, but they are still cool to look at. Sketch books: there are 16 sketch books, each unlocks 3 pieces of concept art. If you collect all 16, you will get a boatload of additional concept art. Tech stations: like the skill/stat point bonuses from XML, although there are more of them. Each tech station gives a bonus to the one character that uses the station. They provide permanent stat boosts, health and energy increases, etc. There are 30 tech stations scattered throughout the game. Weapon cache: XML2's version of the uber-loot-producing treasure chest. Each weapon cache contains tech bits, health and energy packs and rare or unique equipment. Danger Room Discs: as in XML1, you have to find these in order to play the scenarios. Find them all (and beat all the scenarios) and Professor X is yours to manipulate to your will... Data discs: Collect four data discs and you get a bonus to your health or energy pack carrying capacity. There are twenty discs in all. * +2 energy packs for the first set of four data discs * +2 health packs for the second set of four data discs * +4 energy packs for the third set of four data discs * +4 health packs for the fourth set of four data discs * +6 health and +6 energy packs for the fifth set of four data discs Section E of this guide will fill you in on all the locations of these goodies. You can also find the location of all the Danger Room Discs in Section F. And, there are load screens and cinematics that can be unlocked through normal gameplay. Finally, beating the game once entitles you to start a new game+, which gives you all characters (including unlocked characters) at their endgame level. If you beat the game on Normal difficulty, you can play at the Hard difficulty. =================== B.05: Using the Map =================== The map is an essential part of success in XML2. Without the map, stages can become confusing and impossible to navigate. With the map, you can always see in which direction your next objective lies. The stages are very linear, but some of them can twist around enough to leave you confused unless you can see where you are and where you are going on your map. The map contains a number of useful markers to help you find your way through each stage: A blue X in a circle marks an Xtraction point. A red X marks a stage objective. It might be a control panel that needs to be operated, a person who needs to be rescued or a device that needs to be destroyed. Your primary goal in each stage is to go to each red X and do whatever needs to be done. Then you head for the exit and the next stage. A yellow double-arrow in a half-circle marks the exits from the area. Once all objectives have been cleared, find and use the exit. A yellow exclamation mark identifies an NPC you need to talk to. Red arrows show the direction of objectives too far away to display on the map. Yellow arrows show the direction of NPCs too far away to display on the map. The map comes in two sizes: large and small. It can also be hidden. Unlike XML1, the large map shows no more area than the small map--it just shows the same area overlaid on the entire screen. Thus, on the PC, at least, the small map works just fine. The small map is the default when you start the game. To change the map size, use the Map toggle key or the Map option in the game menu. There's also an auto-map, available from the game menu. This is a map of the area and can be scrolled and rotated around the screen (the game is paused while the auto-map is on). Use this to get a better idea of the direction in which you need to go to reach your objectives. ========================== B.06: Hints, Tips & Tricks ========================== Always have on your team a bridge builder, a flier, a teleporter and a character with Might. (There's no need, as in XML1, to have a welder.) Magneto and Jean Grey double as both fliers and bridge builders; if you level up Levitation or Telekinesis (respectively), they can also function as the Mighty character. This will allow your team to overcome any obstacle encountered during the game. Make sure your party is well-balanced in types of damage used. This way you always have counters to resistances of enemies. For example, if you're loaded up on physical damage (e.g. Wolverine, Nightcrawler, Deadpool and Colossus), you're going to have a tough time with physical resistant enemies. Don't forget about the Blink Portal. It effectively allows you to make your own Xtraction point in almost any area of the game (boss arenas and the Perimeter Platforms area of Act 4 are notable exceptions). The amount of experience gained by inactive characters is much less than it was in XML1. If you constantly switch teams around, your characters are going to begin to lag badly behind the mobs as you progress through the game. You can still beat the game, even if your characters are only in the Level 37 to 38 range by the final fight; however, you'll be using energy and health (mostly energy) packs like water. Not that this is a problem; you'll have plenty of tech bits to restock from Forge every few minutes. Still, if you want to make things easier on yourself, stick with one team through most of the game--you'll finish at least 10 levels higher than if you play musical mutants. Have one (or more) characters with Leadership on your team to increase the experience gained. Magneto (who can also fly, build bridges and Levitate massive objects) has Leadership, as does Cyclops and Professor X (once he's unlocked). You can buy, from Forge or Beast, the ability to redistribute skill points. For any single character, this costs 10,000 tech bits the first time; 100,000 tech bits the second time and 1,000,000 tech bits the third time. So, effectively, you could, one time, redistribute skill points for all your main characters. Take advantage of this option (you'll have plenty of tech bits). Let the computer auto-level skill points for a while until you have a good idea how the characters play, then redistribute the skill points as you like and turn off the Auto-Skill AI. As in XML1, mutant powers are king. Straight-up melee works fine in Acts 1 and 2, and even for a little while in Act 3. But you will soon find yourself relying more and more on powers, even for your tanks. Thus, Focus is the prime stat, just as it was in XML1. For ranged characters, prefer Focus over Body, Body over Speed and Speed over Strike. For melee characters, prefer Focus over Strike, Strike over Speed and Speed over Body. If the character's primary powers involve a percentage increase in melee damage (e.g. Colossus, Wolverine, etc.), then keep Focus and Strike roughly equal. On the other hand... The best defense is a good offense. There's not a whole lot of use for Body or Speed in this game. You can get huge bonuses to ATK and DEF from equipped items and boost powers, so you don't need to spend a lot on Speed. Body only helps you take a beating, which you can avoid by one-hit killing your opponents. To do that you need a lot of Focus (for power use) and Strike (if your powers' damage is a percentage of your base melee damage-- e.g. Wolverine's Feral Slash). For example, you could put every one of Magneto's stat points into Focus and he will be no worse for wear--in fact, he will be considerably better as he can spam his mutant attacks over and over. And Nightcrawler will be enormously strong if you evenly split all his stat points between Focus and Strike. So pump just Focus or Focus and Strike and don't worry about the other two stats. Some very generalized comments on powers: * Press-and-hold powers are a big waste of energy. (Storm's Chain Lightning is a notable exception.) Unless there is some sort of auto-targeting mechanism (like Chain Lightning), you spend a large amount of energy hitting nothing. * Multiple-strike powers are the strongest. If you can focus all strikes on one target, you do far more damage than any other attack. On the other hand, you can also use the power for crowd control or clearing a path. (Nightcrawler's Divine Blades and Teleport Frenzy are two notable examples of such attacks.) * No flier needs more than one rank of Flight * Other good skills: traps, blasts and projectiles. * Other not-so-good skills: radials, beams and damage-over-time powers. Obviously there will be exceptions to these rules-of-thumb, which will be gradually filled in as the Allies list is completed. Once you start getting the unique equipment from the Challenge courses in the Danger Room, turn off Auto-Equip AI or be prepared to constantly re- equip the special items to your characters. The Auto-Equip AI prefers lower-stat equipment with a higher level requirement to the special equipment given as a reward for a Challenge course. The Fastball Special where a character with Might throws Wolverine into a group of mobs is present in XML2 as it was in XML1. It's just as much of a toy, but you can do it if you want (though it means having two tanks on your team, which reduces the variety). Teammates will automatically "jump" to your location if you leave them behind. This means you can teleport through walls or fly over pits, and your teammates--even if they can't teleport or fly--will just show up. ========================================== B.07: Exploits (It's not cheating! Really!) ========================================== * Iceman's Ice Gloves power consumes no energy * Nightcrawler's Teleport Frenzy consumes no energy provided you have not put any points into Teleport Attack * Equipping Nightcrawler with an item that provides a bonus to the Teleport skill (i.e. +1 Teleport) increases the skill ranks of *all* teleport- related skills (i.e. Attack, Frenzy, Leap of Faith, etc.) * Iron Man's Motion Amplifier increases damage from all Iron Man's attacks (not just melee)--only confirmed for XBox, but PC version is direct port, so... ===================== B.08: Glitches & Bugs ===================== The following are glitches and bugs that have been encountered in the game. These appear to affect all versions of the game (PS2, XBox, Gamecube and PC): * Constant crashing when you reach Act 4. This is caused by a memory dump because the game holds recent maps and all items stored in inventory and the hero stash in memory. The maps in Act 4 are huge, so a lot more memory is needed. You can avoid this bug by keeping your hero stash at 30 items or less. * Statues in the crystal room of the Temple of Anubis are not destructible. The cause of this glitch is probably as follows: When you enter the crystal room, you get a conversation pop-up that says, essentially, "We have to figure out how to move the crystal into the light." When you press ENTER to end the conversation, a script runs that sets the first statue destructible and marks it (with a red arrow hovering over the statue and a red X on your map). If you are attacked while that conversation is open and it closes before you press ENTER, the script DOES NOT RUN and the statues are not set as destructible. To make things more interesting, there are is an Anubite Warrior right outside each door, disguised as a statue. So it is easy to run right by it, into the room, and then have it attack you while the conversation is open. To AVOID the glitch, don't step into the crystal room until you are sure all enemies are clear. Advance slowly, so warriors disguised as statues come to life and attack before you enter the room. To SOLVE the problem after being hit by the glitch, you must reset the map. To reset the map, you must load a sufficient number of maps into memory so the Temple of Anubis map is pushed out. Return to the Ancient Labyrinth and Xtract back to any map in a previous Act. You don't have to do anything, just keep Xtracting to old maps until you've visited six old areas. Xtract back to the Ancient Labyrinth and re-enter the Temple of Anubis. If the map is hidden and enemies are once more in the corridors, then the map is reset and you can fight your way back to the crystal room and finish the objective. (Remember to clear all enemies before entering the final room or you'll be hit by the glitch again.) ALWAYS ROTATE MULTIPLE SAVES--AT LEAST THREE--IN CASE YOU GET HIT BY ONE OF THESE BUGS. / \ /--MEN LEGENDS II----------------------------------------------------- \/ /\---Section C. WALKTHROUGH---------------------------------------------- / \ / ============== C.01: Overview ============== Here are some things to watch out for while moving through each stage: C.01.a) Obstacles ----------------- You will frequently find your path blocked by some obstacle. There are usually several ways around the obstacle, some more efficient than others. GAPS Broken bridges, catwalks and deep chasms will occasionally dot your path. There's a variety of methods to get around these. The easiest way is to build a bridge. Iceman (Slow Beam/Freeze Blast), Jean Grey (Telekinesis) and Magneto (Levitation) can all build bridges. Just target the blue X at the gap and unleash the appropriate power. FORCE FIELDS You will occasionally find your way blocked by energy force fields. Some force fields have a control panel nearby that can turn them off. If that is the case, have Nightcrawler (or Deadpool) teleport through the field and turn it off; otherwise, you have to go around it--typically by stepping into a side room and bashing your way through the wall. Some force fields remain up until you complete your objectives in the area. BIG STUFF Sometimes your way will just be blocked by big...well, blocks. A character with Might (or Magneto/Jean) can push this stuff out of the way; but, only if the object is marked with a blue X. Other, unique, obstacles will be covered in the walkthrough. C.01.b) Traps ------------- There are machines in various stages that sap your mutant energy or hit you with a Slow effect. Some of these traps are not destructible, which means you have to stay out of the area that triggers the trap and draw enemies to you with ranged attacks. The traps only trigger if an active character gets close, so another option is to hang back and simply let your AI teammates handle the problem. C.01.c) "Secret" Areas ---------------------- The auto-map (mostly) prevents there being any truly hidden rooms or platforms in the game (there are a small number of areas that do not appear on the map); however, some are only accessible if you have a flier or teleporter in your party. Some are just out of the way and you might run right by them on your way to an objective. Keep an eye out for "unfinished" areas on your map and make sure you explore each stage to its edges. C.01.d) Make-a-Door ------------------- Sometimes the only way to progress is to blow a hole in the wall. Almost any character can do this (though some are better at it than others), so if a room seems otherwise inaccessible or the path seems to have reached a dead end, try knocking down the wall. C.01.e) Special Enemy Abilities ------------------------------- As you play, you'll frequently run into mobs with special abilities. Some of these abilities include: * Health Regeneration: the mob regenerates health (rather rapidly), take it out with your strongest powers to overcome the regeneration. * Irradiated: the mob releases radiation from its body, any melee attacks cause the attacker to take radiation damage, concentrate ranged fire on these mobs. * Energy Sap: the mob drains your energy points whenever you get too close, take it out from range or use standard melee attacks. * Invulnerable: the mob is completely impervious until you hit it with a specific melee combo, such as Stun or Pop-up. Check the mob's status bar in the top center of the screen to see what will take out its shield and use that attack against it. They typically go down quickly once you get rid of their invulnerability. * Resistance: lots of mobs, even common ones, will be resistant to some type of damage. For example, Sentinels are resistant to mental damage, Morlock Brutes are resistant to physical damage. Concentrate other types of damage against these enemies. =========================== C.02: Special Conversations =========================== Unlike XML1, XML2 has different conversation paths depending on whom is in your party and who is the current active (player-controlled) character. In some cases, having the right person on your team or as the active character results in a fully voice-acted conversation--almost a cutscene. The following are known conversation pairs: C.02.a) Act 1 ------------- * Toad and Blink: Full VO conversation, when you rescue Blink at the end of the first mission. Toad does not need to be active. * Grizzly and Iceman: Full VO conversation, Iceman must be the active character when you encounter Grizzly. * Grizzly and Jean Grey: Full VO conversation, first encounter with Grizzly only, Jean does not have to be active. * Zealot and Magneto: Full VO conversation, before the fight against Zealot (not for the two previous meetings with him). Magneto does not have to be the active character when you encounter Zealot * Blob and Brotherhood: Blob has two different conversations depending on whether an X-Man or Brotherhood mutant is the active character when you speak to him (no VO for player's character) * Lady Deathstrike and Wolverine: Full VO conversation, Wolverine must be the active character when you encounter Deathstrike * Lady Deathstrike and Brotherhood: Optional conversation allowing you to bribe Deathstrike to leave you alone, Brotherhood mutant must be the active character when you talk to Deathstrike (no VO for player's character) * Pyro and Gambit: Full VO conversation when you rescue Pyro, Gambit does not have to be the active character * Pyro and Sunfire: Full VO conversation, this takes place when you are about to enter the Genosha Council for the boss fight against Abyss, Sunfire does not have to be the active character * Mr. Sinister and Nightcrawler: Full VO conversation, Nightcrawler must does not have to be the active character when you meet Mr. Sinister in the Northern Plaza C.02.b) Act 2 ------------- * Rogue and Mystique: Full VO conversation. Have Rogue in your party (does not have to be active) when you first leave Avalon and meet Mystique. C.02.c) Act 3 ------------- * Guardian and Wolverine: Full VO conversation. Wolverine does not have to be the active character when you meet Guardian at the entrance to the Infinite Factory. C.02.d) Act 4 ------------- * Colossus and Kitty Pryde: Full VO conversation. When at the X-Mansion, put Colossus on your team and make him the active character and then speak with Kitty Pryde (Shadowcat). * Gambit and Sebastian Shaw: Full VO conversation. Have Gambit on your team (does not need to be active character) when you first meet Shaw in the streets of New York South Side. * Toad and Stryfe: Full VO conversation. Toad must be on your team but does not need to be the active character to have a little extra chat with Stryfe (final fight at the end of the Brain Trust area). * Deadpool and Deadpool: Full VO conversation. Obviously, you have to be playing through for a second time, with Deadpool unlocked and on your team when you encounter the enemy Deadpool in New York North Side. * Archangel and Jean Grey: Full VO conversation. Jean does not have to be the active character when you meet Archangel at the end of Act 4. C.02.e) Act 5 ------------- * Storm, Beast and Mr. Sinister: Full VO conversation. Storm does not have to be the active character when you finally fight these two * Living Monolith and Sunfire: Full VO conversation. Sunfire does not have to be the active character to get this dialogue. Areas with an Xtraction point are marked with an (X). There is no compass in the game and the maps rotate with your camera, so directions are based on the nearest landmark and are not always real clear. Be sure to use your map to keep your bearings. Item lists have checkboxes [] so you can print these out and check them off as you find the items. =============== C.03: Prologue =============== Objectives: * Escape Areas: * Prison Items: * None Recommended Team: * You get Magneto, Cyclops, Storm and Wolverine. * Unless you're playing Hard mode, then you can choose your team Tutorial stage. You get Magneto, Cyclops, Storm and Wolverine. Mystique and Sabretooth follow you for a little bit, but are soon removed from action. This stage is just meant to get you used to the controls--especially fighting. If you are a veteran XML1 player, you should breeze through this area. But, veteran or novice alike should still take a look at the game hints scattered around. Stand on the yellow question mark and press Use. The third main room you enter has a side area straight ahead of you, blocked by a force field. Use Magneto's Levitation power to throw the switch on the other side of the field. Just press Use Powers and Magneto should target the switch, then press Attack. The first time you pick up a piece of equipment (such as a belt), the game will ask you if you would like to turn Auto-Equip on. For more info about Auto-Equip, see section B.02 Team Management Screens. The first time one of your characters levels up, you will be asked if you would like to turn on Auto-Trait or Auto-Skill or both. For more info, see section B.02. It is recommended you turn on both if you are a first-time player. In the fifth large room, if you continue straight ahead, you'll enter a corridor guarded by gun turrets. Retreat from the turrets and knock a hole in the wall to your left (as you return from the guns). This takes you to the mini-boss of this area and brings you around behind the guns, which you can destroy if you wish. Head out to the X-Jet to begin Act 1. ============================= C.04: In the Blink of an Eye ============================= Objectives: * Talk to Sabretooth in the Sanctuary * Rescue Blink in the Dead Zone Areas: * Sanctuary (X) * Dead Zone Items: [] Tech station (+2 Strike): first burned out airship Recommended Team: * Iceman comes in handy putting out fires and building bridges, otherwise, this is a good time for experimentation You open with an extended cutscene in Magneto's Genosha sanctuary, which is home base for Act 1. Spend a little time looking around; you'll find Beast nearby, ready to buy and sell and, next to him, the Review Computer, where you can look at your unlocked goodies. You can go ahead and play the Act 1 trivia game for some extra XP. Finally, there's the Danger Room Computer; but you can't do much yet as only one course is available. When you're finished sightseeing, go talk to Sabretooth, who is standing near the exit. (PC version anomaly: you can add Sabretooth to your team at the Xtraction point, then go talk to Sabretooth with Sabretooth. Weird.) Victor introduces you to your first mission, to rescue Blink. He'll open the gate for you to continue to the Dead Zone. There are a lot of fires in this area, which can hurt if you get knocked into them during combat. Use Iceman to put them out as you go. This first part of the Dead Zone is pretty small. There's one point where you can build a bridge (with Iceman, Jean or Magneto) for a shortcut. Keep an eye out for a burned-out ship. Inside is a +2 Strike tech station. Once you reach Blink and talk to her, this mission ends. You can return to Sanctuary for the official mission briefing, or just use Blink's portal to jump to the next part of the Dead Zone. *NOTE* Now that you have rescued Blink, you can open a Blink Portal back to home base at any time using the Blink Portal option from the game menu. ======================= C.05: Hacker's Delight ======================= Objectives: * Find a security code module in the Cerci Caverns * Find a security code module in the Barren Cliffs * Find a security code module in the Desolate Mesa * Locate and destroy the radar array in Desolate Mesa (optional) Areas: * Dead Zone (X) * Cerci Caverns * Barren Cliffs (X) * Desolate Mesa Items: [] Homing beacon: just past entrance to Cerci Caverns [] Danger Room Disc Setting 102 - Throwing: third large room in Cerci Caverns [] Homing beacon: Cerci Caverns as you cross a bridge, to the side is a platform requiring flier or bridge builder to reach [] Data disc: Barren Cliffs, under the brush in the side area right before you cross a bridge for your first meeting with Grizzly [] Weapons cache: After meeting Grizzly, go left, build two bridges and pick up the cache [] Tech station (+2 Focus): near radar array in Desolate Mesa [] Bishop comic: next to aforementioned tech station [] Sketch book (Dead Zone, Dead Zone Enemy, Magneto): next to aforementioned tech station Recommended Team: * Iceman for putting out fires, building bridges and slowing down Grizzly * Tank (Juggernaut, Colossus, Sabretooth, Wolverine) for breaking down walls in the Caverns * Characters with good radial attacks for hitting Power Combos on Grizzly After her rescue, Blink opens a portal to the other section of the Dead Zone and you automatically jump through. There's an Xtraction point nearby for saving your game. It's a relatively short distance to the entrance to the Cerci Caverns. You'll be thrown into the Caverns automatically when you first approach the entrance, so run back out, go past the entrance and pick up your first homing beacon. In the first large "room" of the Caverns, you'll find your first security code module, which looks like a computer and has a green arrow floating over it. It is also marked on your map with a large, red X. Use it to add the codes to your collection. In the third room you enter in the Caverns, there's a Danger Room Disc (Throwing 102) in the middle of the room. Shortly thereafter, you'll cross a narrow bridge over a cavern. To your left will be a platform that requires a flier or bridge builder to reach. Cross to it to pick up another homing beacon. You exit the Caverns into the Barren Cliffs. You quickly reach a bridge formed by a burned-out airship. As you get ready to cross, you meet Grizzly. Yay. After exchanging barbed witticisms, turn around to search the brush for a data disc. Collect 4 data discs and get a bonus to your health/energy pack carrying capacity. Yay! Head over the bridge and go left. Build a bridge when you reach the chasm, then another to reach a weapon cache. Return from whence you came and go the other way to another Grizzly encounter. Make sure to pick up your second security module (marked with the red X on your map) as you go. After Grizzly runs off, break the box with the red X floating over it to turn off the flame jets. Save your game at the Xtraction point and head after Grizzly to the Desolate Mesa. First up is the radar array that's been aiming attacks at you the whole time. Destroy it, then head down and to the left of the main path. You'll find a +2 Focus tech station, Bishop's comic and a sketch book unlocking the Dead Zone, Dead Zone Enemy and Magneto concept artwork. Continue on the main path, it doesn't matter which way you go to get to your boss fight against Grizzly. Grizzly is all about melee attacks, so staying out of range and hitting him with Power Combos will work wonders. Afterward, pick up the last security module and head back to the Barren Cliffs. =================== C.06: Infiltration =================== Objectives * Defeat Zealot * Find the buried Genosha entrance in the Queen's Lair * Use security codes to enter Genosha * Defeat insect drones (12) in the Cerci Burrows (optional) * Destroy egg clusters (4) in the Larvae Chambers (optional) * Destroy the Cerci queens (3) in the Queen's Lair (optional) Areas * Cerci Burrows * Larvae Chambers (X) * Queen's Lair (X) Items: [] Tech station (+2 Speed): Cerci Burrows, third room with drones [] Sketch book (Insect Tunnels, Insect Tunnels Enemy, Nightcrawler): Cerci Burrows, when path forks, go right [] Homing beacon: Cerci Burrows, in same room as exit to Larvae Chambers [] Tech station (+10 Health): Larvae Chambers, in large room with a pit where you find second egg cluster [] Wolverine comic: Larvae Chambers, room with third egg cluster [] Data disc: one of the queen's chambers, use a flier or bridge builder to get to central platform [] Danger Room Disc Moves 103 - Triple Hit and Moves 104 - Throw: in one of the queen's chambers, behind some egg clusters Recommended Team: * Magneto for full dialogue with Zealot * Tank for breaking through walls * Ranged fighters for dealing with Zealot * Flier or bridge-builder for getting a data disc From the Barren Cliffs Xtraction point, Xtract back to the Sanctuary, talk to Angel and play your new mission briefing. When you're ready, Xtract back to the Barren Cliffs and enter the newly opened Cerci Burrows. In the third major room, after killing the fifth and sixth drone, find the +2 Speed tech station. In the next room, take the right-hand path first. It quickly dead-ends, but you can pick up a sketch book (Insect Tunnels, Insect Tunnels Enemy and Nightcrawler). Head back the other way. The next room contains the final two drones, the entrance to the Larvae Chambers and a homing beacon. As you enter the Larvae Chambers, you get a new optional objective. There are lots of egg clusters around, but you only have to destroy the four marked for you. Destroy this first one, then follow the tunnel until you reach a large chasm. Go left along the chasm to the second egg cluster, then continue around the chasm to find a +10 Health tech station. Keep going around the chasm and follow the marker to the third egg cluster. Wolverine's comic is in this same room. Follow the tunnels to the final egg cluster. You'll pass an Xtraction point on the way; save your game here. In the final room is the entrance to the Queen's Lair, so down you go. Get ready for some more serious fighting as you face off against Zealot's minions in addition to the Cerci. After your first encounter with Zealot's minions, the tunnel forks. Take the left path to the first queen's chamber and get a new objective. Kill the queen, then fly or build a bridge to the platform in the middle of the room. Pick up the data disc and go back the other way. When you reach the end of the tunnel, keep going straight through the next room and follow the next tunnel around to the second queen's chamber, where you meet Zealot. He runs away (not very zealous, is he?); after the fight is over, punch your way through the queen's eggs to get a Danger Room disc containing two courses: 103 and 104. Follow your map to the final queen, where you run into Zealot again. (Note, for extra fun dialogue, have Magneto in your party and selected as the active character.) Zealot runs away (again), leaving you to kill the final queen. Bust your way through to the Xtraction point and save your game. Your boss fight with Zealot is in the next room. Zealot's primary offense is also a defense. He surrounds himself with rock, becoming invulnerable to your attacks, then the rocks explode outward doing a bit of damage and-- more important--knocking you back and down. Take four ranged fighters and keep away from him and pepper him with beams, projectiles, etc. When Zealot is down, head through the next door to the red X on your map and Use the computer to open the way into Genosha. A woman runs out and tells of some bombs planted on the seawall. Return to Sanctuary and watch your next mission briefing. ==================== C.07: Under Pressure ==================== Objectives: * Disable the dirigible moorings (8) in the Genosha Seawall * Defuse all bombs (2) on the Genosha Seawall by destroying the detonators * Help Blob repair the cracked Genosha Seawall before all of Genosha is flooded (optional) Areas: * Genosha Seawall Items: [] Tech station (+10 Energy): central rooms between dirigible hangar and seawall [] Homing beacon: in a corner room to the right as you leave the dirigible hangar, need a Brotherhood mutant to open the door Recommended Team: * Someone with Might (i.e. Juggernaut, Wolverine, Colossus) to make helping Blob a little easier * A Brotherhood mutant to pick up a homing beacon As you enter the Genosha Seawall, you find yourself in a dirigible hangar and there's a blimp waiting to take off. First, you have to destroy the moorings holding it in place. Then, you'll need to free some prisoners, but that comes a bit later. Exit the hangar and hang a right. There's a security door down at the corner. Use a Brotherhood mutant to open it and collect your fourth homing beacon. Back in Sanctuary, a secret Blink Portal has opened. Don't go running back now, you're not quite high enough level to take on the enemies beyond the portal. Search the central rooms here for a +10 Energy tech station, then head for the seawall room where you find Blob playing the Dutch Boy to Genosha's dike. There are two bombs that must be defused, and the detonators are up on platforms along the wall. Any character can power jump over to the detonators, or you can fly (teleporting doesn't seem to work). Just make sure you send someone that can do some damage because you have to destroy the detonators. Once they are both out, return to the water level. If you have a mutant with Might, push (Use) the beam into place. If not, find the computer console right next to the beam--there's a green arrow hovering over it. Try to activate it and it will fail. Now head up the stairs to your right and find the box marked with a red X on your map. Use it to find the spare parts for the console. Return to the console and you can now use it to move the beam into place. The exit to the Southern Habitats is to your left, so go there next. =============== C.08: Jailbreak =============== Objectives: * Help mutant prisoners (11) escape in the Southern Habitats * Help mutant prisoners (6) escape in the Northern Plaza * Speak with Blink in the Sanctuary * Save Pyro from the torture device in the Grand Hall (optional) Areas: * Southern Habitats (X) * Northern Plaza * Grand Hall (X) Items: [] Homing beacon: Southern Habitats, unmapped corridor behind hydroponics lab [] Colossus comic: Southern Habitats, side room near some of the mutant prisoners [] Data disc: Northern Plaza, underneath one of the first stairways [] Homing beacon: Northern Plaza, Mr. Sinister's experiment room [] Danger Room Disc Qualifying Exam 100: Northern Plaza, one of the prisoner cells [] Tech station (+2 Body): Grand Hall, near entrance, room to the right--destroy generator to bring down the force field [] Sketch book (Genosha, Genosha Enemy, Iceman): Grand Hall, on one of the platforms, need a flier [] Weapon Cache: Grand Hall, behind a broken pillar opposite the Xtraction Point [] Data Disc: Grand Hall, on the floor Recommended Team: * Wolverine for full dialogue with Yuriko * Nightcrawler to open force fields and talk to Mr. Sinister * Brotherhood mutant if you want to avoid fighting Lady Deathstrike First up: Lady Deathstrike. She's fast. She's furious. And she's got adamantium claws like Wolverine. Bring Logan with you as the active character to get the full dialogue between them. (Evil mutant bonus: have a member of the Brotherhood as the active character when you meet Lady Deathstrike, and you can bribe her--cost 2,000 tech bits--to go away and leave you alone.) Open up a can of Feral Slash on her steely behind. Don't worry about the regeneration chambers she uses around the room. She doesn't heal much, and by the time you get up there to attack her, she's back down on the lower level. Have some ranged X-Men with you to combo up with Wolverine's Slash and just lay into Ms. Oyama. Once she's down, save your game at the nearby Xtraction point. Time to rescue some prisoners. From the Southern Habitats Xtraction point, go back into the Lady Deathstrike arena and head right through the double doors on the upper level. Go straight through another set of double doors into a hydroponics lab and head around the walkway into the back room. Talk to Caleb-Bann to open a door into an unmapped area just behind you. Follow this hall to pick up a homing beacon if you don't have four yet, or a 5,000 XP bonus if you do. Enter a room with three cells. Destroy the console in the center of the room to open the cells, then talk to each prisoner to officially "free" them. Now, here's the cheesy method of freeing the remaining prisoners using Nightcrawler (or Deadpool). Leave the room going back toward the hydroponics lab, continue straight ahead, through another hall and then take the outside corridors around the large room. Teleport through the force fields and turn them off with the control panels. This also opens the prisons in the center area of this room. Go talk to those prisoners. Head back through the arena to the set of rooms on the opposite side. Go straight back until you see a room with two control panels in it, that appear to be inaccessible. Teleport through the wall and activate the consoles to turn off force fields to the right and left. Go free the prisoners in the side areas. Be sure to thoroughly search side rooms, one has Colossus' comic. Go save your game. You're probably strong enough, by this time, to give the secret portal a try. Xtract to Sanctuary and enter the secret portal near Beast. You'll be in one leg of an X-shaped room. Go to the other three legs, defeating the enemies, and activate the consoles. The toughest enemies will be a pair of mutants with some serious knockback attacks. Bringing along a good tank with anti-knockback shielding would be a good idea. After the third console is activated, a titan appears in the center of the room, but he's a pushover. Collect Iron Man's gauntlets and leave. Xtract back to Southern Habitats and enter Northern Plaza. If you call the door where you come in "south", then there are two prisoners down a hall to the west and two down a hall to the east. Go down the stairs into the main room, then look under the stairways for a data disc. Go free the prisoners down the east and west halls. To the north are three hallways and a side room to the northeast. Go into the side room for a talk with Mr. Sinister. (Bring Nightcrawler along for full dialogue.) When he escapes, quickly kill his minions, then destroy the holding tanks with the Genoshans. If you still haven't collected four homing beacons, there's one in this room. If you have four homing beacons, you can get a 5,000 XP bonus instead. Now go free the prisoners in the left-hand and right-hand northern hallways. The prison down the left-hand north hall has the Qualifying Exam 100 Danger Room disc. The center hallway takes you to the Grand Hall. Enter the Grand Hall and go to your right. Take out the generator to open the force field and go through for a +2 Body tech station. Go to the other side of the entrance room and enter the doors to find Pyro held prisoner. Free him by knocking out the two generators. (PC anomaly: you can have Pyro help free himself. Weird.) After Pyro is free, advance into the Grand Hall proper. After defeating the enemies, search the ground level for a data disc and a weapon cache. Have a flier search the upper platforms for a sketch book (Genosha, Genosha Enemy and Iceman). When you approach the door to the Genosha Council, Pyro will warn you against fighting Abyss. (Bonus dialogue with Sunfire.) He'll then run away and you can get on with it. =================== C.09: Into the Void =================== Objectives: * Defeat Abyss * Speak with Professor X in the Sanctuary Areas: * Genosha Council (X) Items: * None Recommended Team: * Someone to stun or slow Abyss (such as Iceman or Wolverine) * Your favorite Power Combo pair The boss fight against Abyss is exciting, but not hard. The first stage involves straight up fisticuffs (X-Men style). Every once in a while Abyss will suck everyone in and throw them back out. This doesn't damage you, just delays the inevitable. Keep at him until he hits 50% health and he runs away. Follow him (you can save your game first, if you like) and jump on the dirigible he's riding. You then find yourself fighting Abyss on a flying airship. It's pretty cool, but, again, not that hard. When Abyss gets to 25% health, he jumps to another dirigible. You can't follow him, and you've got minions to deal with now. On top of that, Abyss is throwing bombs at your airship. Pick them up and throw them back. Hit Abyss' dirigible with about five or six bombs and it blows up and Abyss jumps back to your airship. Lay into him again. When he hits 0 health, he sucks your whole team into an inter-dimensional abyss. There are four bombs surrounded by shields and they are on two levels. Walk over the wormhole in the center to switch levels, take out the demons keeping the shields up, then activate the bombs. Abyss and the airship blow up and you "land". Use the Blink Portal to return to Sanctuary. Wrap up everything you've left hanging (if you want to, you can come back later), then speak to Professor X. Time to go back to the X-Mansion. ===================== C.10: Certain Destiny ===================== Objectives: * Talk to Pyro * Find Mystique in the Jungle Canal * Rescue Destiny in the Jungle Canal * Defeat Garokk * Talk to Mystique in Avalon Areas: * Avalon (X) * Jungle Canal Items: [] Danger Room Disc Challenge - Cyclops: Jungle Canal, right fork in the path soon after entering area [] Data disc: Jungle Canal, first cave you travel through [] Homing beacon: Jungle Canal, second cave you travel through Recommended Team: * Mostly ranged fighters for dealing with Garrok Or not. Well, there'll be no wandering the halls of the Xavier School for the Gifted in this game. You're in a new base of operations in the Savage Land, which is a tropical jungle in the middle of Antarctica. Yeah, it's the X-Men, what do you expect? OK, you've got a new base, Avalon, to explore. Play the trivia game. Talk to people. You'll find Pyro out on the docks; after talking to him, you can view your next mission briefing. Head out to the Jungle Canal--the entrance is right next to Pyro. When the path forks, go right to pick up a Danger Room Disc, Challenge - Cyclops. Past that point, you'll see a marked exit. When you approach, you fall into a cave. Proceed through the cave, picking up a data disc on the way. At the other end, break through the rocks to exit the cave. Head straight across the exterior path and into another cave entrance. You'll find a homing beacon in this cave. When you exit, you'll be trapped by Garrok. After a short cutscene, you are freed and have to take him on with the help of Mystique. Garrok can't dish out a lot of damage, but he does have a knockback attack and a teleportation-like ability. Melee characters will be chasing him all over the place. Take some ranged characters and just sit back and blast him. After, return to Avalon and talk to Mystique, Garrok, Destiny and Angel. You can then view your next mission briefing. ===================== C.11: The New Ice Age ===================== Objectives: * Protect the atmospheric generators in the Jungle Ruins Areas: * Jungle Ruins (X) Items: [] Weapon cache: Jungle Ruins, just past the Xtraction point [] Homing beacon: Jungle Ruins, next to weapon cache [] Toad comic: Jungle Ruins, behind one of the atmospheric generators [] Tech station (+20 Health): Jungle Ruins, next to one of the atmospheric generators Recommended Team: * Fast-moving characters to quickly run between the generators * Characters with knockback attacks or stunning attacks to keep enemies away from the generators Go to the Jungle Ruins--the entrance is past Ka-Zar. You'll see a short cutscene of enemies destroying a generator. Your mission is to protect the other two; however, there's no hurry...yet. Advance down the path, activating an Xtraction point. Just a bit further on you'll see a weapon cache lying out in plain sight. Next to it, somewhat camouflaged by the environment, is a homing beacon. Continue down the path until you come to the first generator under attack. Rush in to defend it. When Angel signals the other generator is under attack, rush over to it (you'll see the red X's on your map) and defend it for a while. Then you'll have to run back to the other generator. Continue until you get the cutscene with the last enemy. Once that conversation is finished, you can explore around the generators, where you'll find Toad's comic and a +20 Health tech station. =========================== C.12: No Way In, No Way Out =========================== Objectives: * Locate the hidden entrance to the ancient monument in the jungle * Defeat Sauron to gain entrance into the monument Areas: * Jungle Pass (X) Items: [] Cyclops' comic: Jungle Pass, in the ruined temple [] Homing beacon: Jungle Pass, take the right fork from the beginning path and then enter the left-hand cave to get the beacon [] Weapon cache: Jungle Pass, in laser-bomb guarded cave just before Xtraction point [] Tech station (+4 Speed): Jungle Pass, in a ruined temple beyond the laser-bomb guarded cave with the weapon cache [] Sketch book (Jungle, Jungle Enemy, Jean Grey): Jungle Pass, cave just past the Xtraction point Recommended Team: * Tanks to deal with Sauron * Ranged characters to take out laser-tripped bombs From the Jungle Ruins, enter the Jungle Pass. When the path forks, take the left path to a ruined temple. Pick up Cyclops' comic. Continue following the path. When you reach a downed tree, instead of jumping over it, head to the right and follow the path to a cave entrance. Go through the cave, picking up a homing beacon on the way. When you leave the cave, there's another cave entrance to your left. (If you look at your map, you'll see you've made a circle and are now at the end of the right fork of the beginning path.) Go through the other cave. When you exit, you'll be trapped. Destroy the energy saps and then the laser fence posts and continue up the path. You'll now be on the main path, past the fallen tree you stopped at earlier. Continue on to an Xtraction point. Backtrack from the Xtraction point and search to the left for a cave entrance. The cave has laser bombs, so you'll need a ranged attacker to take them out. Pass through the cave, picking up a weapon cache. Beyond is a small area with a ruined temple containing a +4 Speed tech station. Go back to the main path and head for the cave entrance past the Xtraction point. As you pass through this cave, keep an eye out to your left for a sketch book (Jungle, Jungle Enemy, Jean Grey). When you exit the cave, you'll be at the entrance to the Nuwali Temple, but a talking pterodactyl named Sauron doesn't want you to go any further. Sauron flies around a bit, dropping energy bombs on your head. You can try to hit him with ranged attacks while he's flying, but it's more effective to wait until he lands and then lay into him with melee powers and attacks. He's quite vulnerable to those. He'll stun you, briefly, when he takes off again, but just wait him out, keep moving around while he's flying and let him have it when he lands. Once Sauron is defeated, you can enter the Nuwali Shrine. ========================== C.13: Beyond the Threshold ========================== Objectives: * Locate a mystic stone in the Nuwali Shrine * Locate a mystic stone in the Nuwali Corridors Areas: * Nuwali Shrine * Nuwali Corridors (X) Items: [] Tech station (+4 Body): "East" path from Nuwali Shrine entrance, have to push columns out of the way [] Danger Room Disc Assault 203: Nuwali Shrine, in a room "southwest" of the water-filled altar room [] Sunfire's comic: Nuwali Shrine, in room leading to Nuwali Corridors [] Tech station (+20 Energy): first main room of Nuwali Corridors [] Sketch book (Monument, Monument Enemy, Juggernaut): Nuwali Corridors, on a ledge after you fly over the large chasm [] Gambit's comic: Nuwali Corridors, on the octagonal platform with one of the guardian switches [] Weapon cache: Nuwali Corridors, in a hidden room in the corridor on the way to the octagonal platform, break down the wall [] Data disc: Nuwali Corridors, behind a breakable wall next to weapon cache Recommended Team: * Jean Grey to fly and use TK or Magneto to fly and use Levitation As you enter the Shrine, you'll get a communique from Shanna. You've got to find two keys hidden in the Shrine. Oh joy. To make directions in this place easier, call the main entrance the south side of the Shrine. From the first main room, take the east hall and follow it around. You'll soon come to some columns that need to be pushed out of the way. Any character with Might, or Magneto or Jean can do so. Continue on to find a +4 Body tech station. Beyond the tech station, the path will fork. Take the south door and search the next room carefully for a homing beacon. That should be the four you need this Act. Continue this direction until you reach a marked objective (red X on your map), which turns out to be a Zelda-inspired push-button on the floor. Yay. Step on it, then jump down into the water-filled room. Head south and up the stairs, then through the west door. In this next room search for the Danger Room Disc, Assault 203. Keep on going around until you get to another floor button. Now jump down into the water-filled room and go up on the altar platform to get your first mystic stone. Head south back to the main entrance and take the west door. Look for Sunfire's comic among the rubble along the right side of the room and exit to the Nuwali Corridors. In the first room you will find an Xtraction point and a +20 Energy tech station. The door straight ahead leads to the Nuwali Gateway; don't go there yet. Go through the other door and enter another water-filled room. From where you enter, take the right-hand hall and have either Jean or Magneto fly across the L-shaped chasm to a small ledge. Pick up the sketch book (Monument, Monument Enemy, Juggernaut), use TK or Levitation to push the large block out of the way, then throw the guardian switch. (Don't worry if your teammates mysteriously appear next to you. It's one of the "features" of the game.) Fly back to the water-filled room and go straight across. Continue down the corridor to an octagonal platform. Defeat the horde of enemies, then throw the guardian switch and pick up Gambit's comic. (If you don't see the comic after the battle, don't worry, you probably accidentally picked it up during all the button mashing.) Go a little way back down the corridor and find the breakable wall on your left. Enter the hidden room for a weapon cache, then break the wall to the left of the cache for a data disc. Head back to the water-filled room and get your second mystic stone. The fourth corridor from this room leads to the Elemental Tomb, so head there now. ================== C.14: Tomb Raiders ================== Objectives: * Locate the Vibranium Idol * Find the Fire Skull * Return the Fire Skull * Find the Water Skull * Return the Water Skull * Find the Earth Skull * Return the Earth Skull * Find the Air Skull * Return the Air Skull * Return to Ka-zar in Avalon Areas: * Elemental Tomb (X) Items: [] Weapon cache: room of air [] Tech station (+4 Strike): between earth and water rooms [] Danger Room Disc Challenge - Gambit: water room [] Homing beacon: alcove in the room of fire Recommended Team: * Flier for getting an elemental skull * Bridge builder for getting an elemental skull * Tank for breaking things * Iceman, Storm or Toad for putting out fires Advance to the first main room and turn right. When you reach the ledge around the large chasm, turn right for a weapon cache. Go back the other way around the chasm until you reach the bridge over to the central, octagonal platform. Have your flier fly to the top of the column and pick up the air elemental skull. Go back over the bridge and through the nearby door to reach another chasm with platform. Take the bridge over, break the rocks and get the earth elemental skull. Take the second bridge off this platform and head through the door. After passing through one room, look down the stairs to your right to find a +4 Strike tech station. Continue through to the water room. Here you'll need to build a bridge across to the platform to get the water elemental skull. Just to the right of where you build the bridge, pick up the Danger Room Disc, Challenge - Gambit. There's also an Xtraction point nearby. Leave through the other door and enter the fire room. Cross to the center platform and put out the fires to get the fire elemental skull. There's a homing beacon (or 15,000 XP reward) in an alcove in the corner opposite where you entered. Continue on to complete the circle and arrive back at the entrance. Now go through the door opposite the entrance to find the room with the pillars that requires the skulls you just picked up. Go to each pillar and Use it to place the skull and the vibranium idol you're searching for rises out of the ground. Go back to the Nuwali Corridors and Xtract back to Avalon and talk to Ka- Zar to finish this task. =================================== C.15: Beyond the Threshold, Part II =================================== Objectives: * Place the mystic stones (2) in the Ancient Doorway statues of the Nuwali Gateway Areas: * Nuwali Gateway (X) Items: [] Danger Room Disc Defend 204: when you enter the Gateway from the Corridors, go straight across the hall and break through the wall on the left for the disc [] Homing beacon: when you enter the Gateway from the Corridors, turn left and fight your way down the long hall with flame-throwing statues, near the end of the hall, break through the wall on your left and break your way through the walls to reach the beacon [] Data disc: from the homing beacon room, go straight across the large hall and through a series of rooms to a large cavern with bridges and islands, immediately turn left and send a flier along the ledge until you see the disc on the other side of the wall, break through the wall Recommended Team: * You'll need a flier or bridge builder to get the data disc Return to the Nuwali Corridors and enter the Gateway. As you enter, go straight through the hall into the next door and break the wall to the left to pick up Danger Room Disc Defend 204. Return to the entrance hall and go right. At the end is another hall with water troughs running through it. It's a long hall with lots of enemies and, just to make things interesting, flame-throwing statues along the sides. You can't destroy the statues or their flamethrowers, so just stay out of the way. Near the end of the hall is a breakable wall to the left. When you break through the wall and get to the next room, walls rise out of the floor. They're breakable, so don't worry about them. Bust your way down the right side of the room to cross the bridge over the chasm and eventually get to a homing beacon--or 15,000 XP if you've already got four beacons. Go back to the main hall and go straight through the door on the other side. Follow the rooms until you get to a cavernous room and find yourself on a bridge. You can, if you wish, thoroughly explore this room, building bridges to move from platform to platform. You'll find a way back to the Corridors exit; an exit to the Shrine and plenty of enemies to drop loot and give XP. However, the important thing is right here. Look along the wall to your left as you come into the cavern. You can't walk along it, but send a flier down the wall until you see a breakable wall along the ledge (you should also be able to see the data disc behind the wall). Land, break down the wall, collect the disc and head back to the hall of flamethrowers. Head through the main exit and you'll be in a large room with some columns that have glowing rings around them and an Xtraction point. If you fall off the raised floor where the Xtraction point is located, you can send a flier back up and the rest of the team will "jump" to you. If, for some reason, you have no flier nor a teleporter, throw one of the switches to be sent to the homing beacon room you cleared a few moments ago and come back through the main door. Alright, head across the room, place your mystic stones and open the Gateway. Professor X will call you back to Avalon to speak to Destiny; this would be a good time to get Iron Man's armor as well. The secret room is M- shaped; and the boss at the end is guarding Iron Man's chest piece. Get Iron Man's armor, return to Avalon, talk to Destiny, Xtract back to the Gateway and head on through to the Beyonders Sanctum. ====================== C.16: The Beast Within ====================== Objectives: * Defeat Mikhail * Free Beast from Mikhail's trap * Talk to Professor X in Avalon Areas: * Beyonders Sanctum (X) * Mikhail's Warship (X - Change Team only) Items: [] Danger Room Disc Qualifying Exam 200: When you enter the Sanctum, it is behind a large stone in an alcove to your left [] Data disc: From the Xtraction point in the Sanctum, go to the opposite corner of the room and look behind the stairs [] Tech station (+4 Focus): in the Sanctum, in the corner opposite the Xtraction point, go up the stairs, through either door and to the corner room, put out the fire at the base of the column and the station will come down [] Weapon cache: Beyonders Sanctum in the room where you fight Omega Red Recommended Team: * See below In the first large room you enter, look along the left wall for an alcove. The Qualifying Exam 200 Danger Room Disc is hiding behind a large stone. From the Xtraction point, go down the stairs and head for the opposite corner of the room. There's a stairway here, and a data disc is hiding to the left of the stairs. At the top of the stairs, go through either door and to the corner room where a large column dominates the center of the room. Put out the fire burning at the base of the column and it will lower to reveal a +4 Focus tech station. Once you've finished your collecting, head through the door next to the Xtraction Point and fight your way to the mini-boss battle against Omega Red. He's not that tough, just hang in there and hit him with your powers. Once he's down, the real fun begins. Search Omega Red's room for a weapon cache, then save your game and stock up on energy and health packs. You should be able to carry at least 22 of each (20 from having at least one character at level 20+ and 2 from finding the first eight data discs). Use the glowing portal in Omega Red's room to enter Mikhail's Warship. Once past his initial group of minions, you'll find an Xtraction point. All you can do at this one is Change Team. Beyond you'll begin what is, arguably, the hardest boss fight in the whole game. The fight against Mikhail has three stages, each harder than the last: 1) Mikhail clones himself. Individually, these guys aren't all that tough, but being mobbed by 15 or 20 Mikhails isn't fun or easy. An Xtreme or two here really helps. 2) Mikhail shields himself and turns the four shield generators into minions. In order to take down the shield, you have to lure each minion onto a pad, kill it while it's on the pad, whereupon it turns back into a console and you can Use it to turn off one of Mikhail's shields. Minions killed when not on a pad turn into consoles, but you can't use them. And then Mikhail turns them back into minions. After the first shield is down, Mikhail starts sending out a rotating beam that damages you and knocks you down, forcing you to play jump-the-energy- beam with him. Now, you're probably wondering how, exactly, you are supposed to accomplish all this. Good question. First, you can recognize when a minion is in the right place because a red arrow will show up over its head. When you see that red arrow, blast it. Don't use powers with Knockback, because you DON'T want to knock it back. Likewise, don't use Telekinesis or Levitation to throw it around. Immobilizing powers (such as Iceman's Freeze Beam) are best. You can lure foes onto the pads by setting your teammates to Defensive AI and keeping them grouped around you with the Call Allies button. This fight takes patience and a certain amount of luck. But, keep at it, the worst is yet to come. 3) When Mikhail loses his shields, he becomes quite happy. You see, he now gets to open a can of whup-ass on you and he will enjoy this very much. Mikhail is TOUGH, and he has a couple of very annoying powers. One, he can turn random objects in the room into minions, so you can't just pepper Mikhail, you have to worry about his lackeys as well. Second, Mikhail can slow down time and you start moving in slow motion while he speeds up and he can come and have his way with you. Yeah. It's that bad. Of course, in addition to his main powers, he can hit for a fair amount of damage and he has a ranged attack and he can stun you and he can knock you down. But, it's all good, right? Again, patience and luck are key. One way to survive this battle is to use Nightcrawler (or Deadpool if you've unlocked him) and, whenever Mikhail slows time, teleport to the opposite side of the room. Mikhail will concentrate on the human-controlled player, so he'll chase after you without bothering your companions. Another helpful thing is to go on a rampage around the room, destroying objects before Mikhail can turn them into minions. A highly destructive, wide-range power works well for this (such as Colossus' Thunder Clap). As a side benefit, you'll get some item drops, including, hopefully, energy and health packs. Finally, Mikhail seems most susceptible to melee damage, so having characters who can add melee damage (especially elemental damage, like Iceman and Sunfire) can be a big help. Keep the flaming fists of fury up, get Mikhail into a corner and just whale on him. However you fight Mikhail, you'll want your highest-level mutants in this battle. The higher the level, the better. There's no one specific way to defeat him. Go all tank or all ranged, just be sure you go all out. Don't be surprised if you get through this battle with one hero left, clinging to life by a thread. Ladd Everitt contributes the following battle strategies: "1) In Stage One with the multiple Mikhails, one thing I discovered is that you do NOT have to stand your ground and fight once all his clones pop up. I knocked down a few of them and then started to circle around the bridge (the board is huge). I was pleasantly surprised to find that there were barrels EVERYWHERE around the perimeter (and down the stairs) on this board and they were pleasantly well stocked, particularly with health, which was crucial to me in winning this and the next two battles. I was literally able to wander around unmolested when there were still several Mikhails left and plunder and restock my entire team. Then, once I was ready to fight again, I was able to isolate the remaining Mikhails and pick them off one or two at a time. This made it MUCH easier than trying to stand and fight. "2) During Stage Three of the battle, once the shields come down and you fight Mikhail himself, I found a gem of a strategy. This strategy is to NEVER LEAVE THE AREA YOU START THE BATTLE IN. You start this fight in a 4- way intersection with white floor underneath you. If you keep your team in this intersection and never leave, Mikhail has NOTHING to turn into a minion. I fought him using Nightcrawler and without ever teleporting I was still quick enough to run around and slice him with sword attacks until he dropped. I only got hit 2, maybe 3, times the whole battle, and I never faced a single minion." For the record, Mr. Everitt's strategy works extremely well. Once Mikhail is down, don't worry about the new objectives. It's all over but the shouting. Sweep the room for tech bits, health and energy packs and other flotsam, then take the new door that's opened up. Once the scientist runs away, destroy the computer console, talk to Beast and take the portal back to Avalon. Talk to Professor Xavier to begin the next Act. ======================== C.17: Rotten to the Core ======================== Objectives: * Talk to Angel * Take X-Jet to the Core * Attach Forge's transceiver into a core console in the Core Interior * Shut down security gate in Core Security * Lower Core shields using shield controls in Core Security * Lower control rods (2) in the Yellow sector of the Core Reactor * Activate control rods in the Yellow sector of the Core Reactor * Lower control rods (2) in the Blue sector of the Core Reactor * Activate control rods in the Blue sector of the Core Reactor * Destroy coolant pumps (2) in Core Control * Defeat Sugarman * Release safety mechanism in Core Control * Talk to Angel in the Weapon X Facility Areas: * Weapon X (X) * Core Interior * Core Security (X) * Core Reactor (X) * Core Control Items: [] Homing Beacon: small room left of the entrance to Core Interior [] Data disc: from entrance to Core Interior, go right and disc is near X-shaped pit [] Danger Room Disc Challenge - Iceman: Core Interior, after putting Forge's transceiver in a security console, turn left down the hall and first room on your right [] Tech station (+6 Speed): at the other end of the hall from the Challenge - Iceman disc is a room with a reactor coil, send a teleporter through the wall over the coil blast the wall down with beams/projectiles, any character can walk across the coil and jump into the room once the wall is down [] Weapon cache: Core Interior, at the opposite end of the hall from the exit to Core Security [] Danger Room Disc Assault 303: Core Security, from the entrance, go right to the third room on the left and into the back room [] Weapon cache: Core Security, from the entrance, take the left-side hall to the second room on the left and break through the back wall [] Storm's comic: Core Reactor, in the central hall [] Homing beacon: Core Reactor, in the central hall, on a ledge past a nuclear waste pit, use a flier or teleporter to pick it up [] Sketch book (Core, Core Enemy, Rogue): Core Control, near force field that blocks you from Yellow reactor coolant pump [] Weapon cache: Core Control, in room where you fight Sugarman Recommended Team * You'll need a flier or teleporter to pick up a homing beacon * You'll need a team that's good at hitting combos to fight Sugarman Welcome to your new digs. Go to the Xtraction point and try out your new Age of Apocalypse threads. You can now put together an AoA team (+100% ATK) of your choice (or not). Wander around. Talk to Prof X, Wolverine, Havok, Heather Hudson (required) and Angel (required). Note: you'll have to use the X-jet to get around this time. Play the trivia game. Frolic in the Danger Room. Drool over your unlockables. View your mission briefings. Whatever floats your boat. When you're ready to get back to the action, head for the X-Jet and choose to be taken to the Core. You'll enter the Core Interior. To the left is a small room where you can pick up your first homing beacon. To the right of the entrance is an X-shaped pit with radioactive slime at the bottom. Be careful fighting around the pit, enemies with knockback can throw you to your gloopy doom. There's a data disc next to the pit, so be sure to pick that up. You'll also begin encountering enemies that are invulnerable unless you hit them with a specific attack (such as the boss in the Iron Man area in Act 2). Keep an eye on the enemy's status bar. Head down the hall past the pit to another pit room, this one with a computer console that is your first objective. Use it, and the door behind it will open. In the hall, turn left and go into the first room on your right to pick up the Challenge - Iceman Danger Room disc. Go down the hall the other direction and turn the corner to run into a force field. Turn around and go through the door behind you into a reactor room. Over the blue coil is a breakable wall. Any character can stand on the coil and blast the wall with beams/projectiles or you can teleport through it. Behind the wall is a +6 Speed tech station. Go through the next room to get around the force field (you can disable it from this side), then go to the room at the end of the hall and break down the left-hand walls to advance to the exit. At the opposite end of the exit hall is a weapon cache hidden amongst common barrels and boxes. Enter Core Security. The Xtraction point is down the hall to your right, first door on your left, which happens to be a lavatory. Oh joy. The next room to the left is just goons. The room beyond that is also just mobs, but you can go through to the room in the back to pick up the Assault 303 Danger Room disc. Go back to the room before the DR Disc room, and break the wall to the side to get into a computer room. Destroy the computers to open the gate to the security room. Head back for the entrance and take the left side hallway. The first room on the left has mobs, and the second. You can break through the back wall of the second room to get a weapon cache. The third room is also just mobs; the fourth is the core security room. Destroy the console in here to open the force field to the core reactor. Head for the exit, clearing out the room on the left as you go (nothing but mobs). As you enter the Core Reactor, the Blue area is to your left and Yellow to your right. In each area, you have to drop two control rods and then activate the reactor at the main control. Take whichever you prefer first; both areas play exactly the same: The room you first enter has the main control console. Ignore it and continue to the room with a big pit in the center. Use the console on the small bridge to drop the rods. Proceed to the next rod room and repeat the procedure. Return to the main console and activate the reactor. Once both reactors have been activated, the doors to the central hall will open. Go up the center hall to pick up Storm's comic and continue until it dead-ends at a T intersection. Across the pit is a homing beacon, use flight or teleportation to get it. Then go around either through the Yellow or Blue area to get to the Xtraction point and the exit to Core Control. In Core Control, follow the hall to a dead end, where you can destroy the coolant pump for the Blue reactor (has a red arrow floating over it). Then go back through the hall and take the door on your left. When you reach the room with the force field, go the other way, through the door and break through the wall at the far end of the room. Be sure to circle around and pick up the sketch book (Core, Core Enemy, Rogue) near the force field. When you get to the room with the energy sap, try to stay away from it and draw mobs to you. Go through the door before the energy sap to find the Yellow reactor coolant pump. Destroy it, then head back to the energy sap room and go past it. Wait a few moments for your energy to recharge (or use up some energy packs). You've got a mini-boss fight ahead of you, so you might want to open a Blink Portal and return to base for rest, refit and save game. When you're ready, head through the door for your battle royale. Sugarman looks tough and he is, partially. He can dish out a lot of damage, and his tongue lash would make Toad green with envy, but his defenses are weak. Power combos are especially good against him. A half-dozen combos will dissolve Sugarman, so take a team that you can hit a lot of combos with. Try to stay behind him or to the side so you avoid his tongue, and run away when he starts flailing about with his hammers. It shouldn't take you long to take Sugarman out. Search the room for a weapon cache (it's not hidden), then activate the console to blow up the reactor. Take the portal back to Weapon X. Rest and refit. Watch the Infinite Factory mission briefing, then head out in the X-Jet. ============================ C.18: Infinite Possibilities ============================ Objectives: * Talk to Heather Hudson in the Weapon X Facility * Take X-Jet to the Infinite Factory * Destroy Infinite Engineering - Start the power source in Infinite Engineering - Turn off emergency override in Infinite Engineering * Destroy Genetic Processing - Destroy the DNA storage in Genetic Processing * Destroy Mutant Fusion Core * Destroy Infinite Assembly Factory - Shut down the substations (4) in the Assembly area - Shut down the substation for the cryogenic monitoring system * Infinite spy needs codes: A member of Department H needs codes from a computer console (optional) Areas: * Factory Entrance (X) * Infinite Engineering * Fusion Core * Genetic Processing * Assembly Factory (X) Items: [] Data disc: Factory Entrance, near exit to Genetic Processing [] Weapon cache: Room beside power distribution console room [] Danger Room Disc Challenge - Phoenix: Infinite Engineering, from power distribution console, follow hall back towards exit, going straight through door to get the disc from a balcony [] Tech station (+6 Strike): Infinite Engineering, end of the path opposite the way to the power distribution console [] Scarlet Witch's comic: Fusion Core, at first intersection go left and it's in the first room [] Tech station (+30 Health): room just beyond Scarlet Witch's comic [] Weapon cache: Fusion Core, in a room with a large pit, just before the room with the fusion core [] Tech station (+30 Energy): Genetic Processing, in the DNA processor (big rollers) after you wreck it [] Homing beacon: Genetic Processing, left at the first intersection past the DNA processor, on one of the side catwalks [] Iceman's comic: Genetic Processing, on the large metal bridge, among the blocks that bar your way [] Homing beacon: Assembly Factory, on top of some crates in a long, rectangular room on your way to the cryogenic substation [] Weapon cache: Assembly Factory, room where you destroy the cryogenic substation [] Danger Room Disc Challenge - Sunfire: Assembly Factory, cryogenic chamber inside one of the pods Recommended Team: * There are a lot of robots that are resistant to mental attacks and immune to energy and elemental attacks, so a tank-heavy party does well * You'll need someone with Might or Magneto/Jean to destroy Genetic Processing At the Factory Entrance, your first objective is ahead and to the left behind some cylinders; it's the security pass that will allow you to get into some locked areas. Go down the right-side hall to the four-way intersection and take a right. Down on your right is the Xtraction point, and across from it is a console where you can download some genetic codes. Go back to the four-way and turn right (you're now continuing straight away from the entrance) and pick up a data disc. Back to the four-way, go right again, and find the Department H agent who wants those genetic codes. Since you're down here anyway, head through the door, which leads to Infinite Engineering. Follow the hall to the large room with two pits in the center, and take the left-hand (as you come into the room) door. Dodge the flame jets in the hall until you reach a +6 Strike tech station. Use the console in the room to turn off the flame jets. Head back to the large room with two pits and cross to the door opposite. When you come to the next large room, you're up on a catwalk, follow it around to your right and continue through the hall. Keep going, through a couple more rooms. In the second room, activate the security console to unlock the power distribution console you're looking for. Head out through the opposite door to a T-intersection. Go left and through the door to pick up the Danger Room disc, Challenge - Phoenix, then go back the other way to find the power distribution console. Use it to overload the system. Open the door to your right to score a weapon cache, then use the Blink Portal to instantly return to the center of the Factory Entrance. Go save your game. Since the Xtraction point is right next to the Fusion Core, make that your next stop. When you reach the first intersection, use the control panel on your left to open the door. Go into the rooms beyond to find Scarlet Witch's comic and a +30 Health tech station. Go back the other way and proceed across the bridge. When you get near where the hall turns left, there's an energy sap. Run past it and draw the mobs after you; recharge with energy packs and lay into them. Keep going until you reach a room with an energy sap in the middle. Stay away from it and wait for the mobs to come get you. Then bust your way through the wall to continue. In this room, there's a weapon cache to the left of the wall you broke through. Now just keep going until you reach the fusion core and bust it up. Then take the nearby teleporter back to the Factory Entrance and head for Genetic Processing (the door near where you picked up the data disc). Take either the left or right path until you reach a large room with some rolling cylinders in a pit. Find the steel beam with the blue X floating over it and use a Might character or Jean or Magneto to push it into the cylinders. Jump down into the pit and use the +30 Energy tech station. Continue across the bridge until you reach the first intersection. Go left, destroy robots until the dispenser runs out, then search the catwalks to the side to pick up a homing beacon. Go back the other way and follow the catwalks around until you get back on to the main bridge (it was blocked, and you had to come around this way). Go back toward the blocks on the bridge to pick up Iceman's comic. Continue on to the main DNA processing platform, activate the console, then have a character with Might push a tank off the edge. Mission accomplished, time to teleport back to the Factory Entrance and talk to Guardian. Time to take out the Assembly Factory. Go down the stairs to the left of your entry point to this area and open the doors using the console. Beware of the energy sap in the first room of the Factory. The next room contains an Xtraction point. Work your way down the corridor, dodging electric beams and destroying the marked consoles. When you hit the last one, a door opens to your left, but don't go that way just yet. Head in the opposite direction to find a cryogenic chamber. Destroy the gun turret in the center, then head back in the other direction. When you get to a long, rectangular room filled with crates, look on top of the crates for your fourth homing beacon. Continue following the corridors until you get to a small room with your objective--a computer console. Destroy it, pick up the weapon cache nearby and leave through the other door, which takes you to the cryogenic chamber. Now you'll appreciate having destroyed that turret as all the clones in cryogenic sleep wake up and start attacking you. You'll note, during the short cutscene, one of the slumbering clones has a disc in its pod. After you've defeated the mobs, use a flier or teleporter to get up to the upper level and pick up the Challenge Sunfire Danger Room disc. Go through the one door you haven't been through yet, and you'll find the exit into Central Processing. ========================= C.19: Sinister Intentions ========================= Objectives: * Destroy the super computer * Talk to Heather Hudson in the Weapon X Facility Areas: * Central Processing Items: [] Sketch book (Infinite Processing Plant, Infinite Enemy, Gambit): Landing after crossing first bridge Recommended Team: * Anyone with whom you're comfortable, the fight is pretty easy From the entrance of Central Processing, cross the bridge to a landing, which has an energy sap and a sketch book (Infinite Processing Plant, Infinite Enemy, Gambit). Cross the next bridge and through a couple of rooms until you see reach a large room with a center area surrounded by (unbreakable) glass and several large columns of light. This is your mini-boss fight, so you might want to open a Blink Portal and save your game. Walk around the outside of the glass until you reach some glass doors. When you enter, you'll be confronted by a hologram of Mr. Sinister, who then unleashes clones of old X-Men (Cyclops, Storm, Wolverine and Iceman, to be specific). This fight is, really, laughably easy. Ignore the Sinister clones and run around destroying the holographic generators (columns of light). Then concentrate on the X-Dopplegangers. Once they are gone, use the new Blink Portal to return to Weapon X and talk to Heather Hudson. While you're here, use the Secret Portal next to Forge to enter an E-shaped room. Clear the room while avoiding the far end of the E from where you enter. Once the room is clear, you can go to that end and Use the console to turn off the force field blocking Iron Man's helmet. The console is protected by an energy sap, but if there are no enemies around, that doesn't matter. Return to Weapon X. ======================= C.20: 'Altar'ed Reality ======================= Objectives: * Destroy the psionic altar in the Madri Cloisters * Destroy the psionic altar in the Meditation Chamber * Destroy the psionic altar in the Divine Sanctuary You will accomplish these objectives simultaneously with "Of Gods and Heroes". ======================== C.21: Of Gods and Heroes ======================== Objectives: * Talk to Professor X * Take the X-Jet to the Madri Temple * Locate the Stepford Sisters * Find the Body Artifact in the Hall of Knowledge * Return the Body Artifact to the Madri Antechamber * Find the Rage Artifact in the Madri Cloisters * Return the Rage Artifact to the Madri Antechamber * Find the Heart Artifact in the Meditation Chamber * Return the Heart Artifact to the Madri Antechamber * Find the Soul Artifact in the Divine Sanctuary * Return the Soul Artifact to the Madri Antechamber * Find the Mind Artifact in the Madri Conclave * Return the Mind Artifact to the Madri Antechamber * Talk to Professor X Areas: * Madri Antechamber * Hall of Knowledge (X) * Madri Cloisters * Meditation Chamber * Divine Sanctuary * Madri Conclave (X) * Monastic Citadel (X - Change Team only) Items: [] Homing beacon: Madri Antechamber, entrance, next to one of the columns [] Danger Room Disc Destroy 304: Madri Antechamber, first room after entrance [] Juggernaut's comic: Madri Antechamber, behind an altar near where you first meet Emma Frost [] Tech station (+6 Body): Madri Antechamber, after meeting Emma Frost, keep going straight and it's the room at the end of the hall [] Danger Room Disc Challenge - Scarlet Witc