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x-men legends ii: rise of apocalypse (pc version)


faq/walkthrough
v0.85 2005-10-14
copyright 2005 barry scott will

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/

or send a letter to

creative commons
559 nathan abbott way
stanford, california 94305, usa.

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.

if you would like to start a new game with all characters and costumes
unlocked, there is a complete savegame (pc only) available at:
http://www.pyric.com/

the latest version of this guide is always guaranteed to be on:

my site: http://www.pyric.com/
gamefaqs: http://www.gamefaqs.com/
ign faqs: http://faqs.ign.com/

/
\ /--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.

**important** this walkthrough is not yet complete because i have not yet
completed the game. asking me about something that happens in a stage not
covered in this guide is fruitless as, chances are, i haven't gotten that
far yet. please wait until the walkthrough is finished; then, if you still
have questions, feel free to shoot me an email. thanks.

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

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

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. enemies
e.01 abyss
e.02 apocalypse
e.03 archangel
e.04 bastion
e.05 deadpool
e.06 grizzly
e.07 holocaust
e.08 lady deathstrike
e.09 living monolith
e.10 mikhail
e.11 mr. sinister
e.12 omega red
e.13 sauron
e.14 stryfe
e.15 sugarman
e.16 zealot

section f. item lists


f.01 danger room discs
f.02 tech stations
f.03 homing beacons
f.04 data discs
f.05 weapon caches
f.06 comic books
f.07 sketch books

section g. danger room courses


g.01 freshman courses
g.02 sophomore courses
g.03 junior courses
g.04 senior courses

section h. trivia games


h.01 act 1 questions
h.02 act 2 questions
h.03 act 3 questions
h.04 act 4 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. f.04, 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 even 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.

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 blink portal will
open back at your base. 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. 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 dual-analog 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 <insert name of enemy/non-playable mutant here>?

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 <insert trivia question here>?

a. see section h 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 <insert name of mutant here>?

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.

===============
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

skills: the variable abilities of all x-men. skills come in several types:
* ability: adds an ability to the character's repertoire (such as flying)
* beam: an instantaneous, straight-line projection of energy
* blast: an explosion of energy
* boost: enhances offensive/defensive capabilities
* charge: a special melee 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" that moves at variable speeds, may also
track the target, various damage types
* 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 for a limited time without
supervision from the character (e.g. storm's whirlwind or
iron man's auto turret)
* 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 analog 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 attack
combos (not the same thing as power combos). e.g. attack - attack - smash
is a heavy uppercut. you can learn different combos in the freshman 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 the two 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 some (or all) energy or health.
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. all
characters have a chance of getting double the normal amount of health or
energy from a pack. see the team management screens - stats section below.

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 by finding all data discs in the game.

each pack restores 33% of the character's maximum energy or health. there
is a chance (based on the character's body score for health packs and focus
score for energy packs) the character will receive 66% of energy or health
from the pack.

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 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). keys 1 through 6 are
bound to offensive powers in ascending order of power. keys 7 and 8 are the
xtreme powers. keys 9 to - are boosts in ascending order of power. you
cannot change the binding of these keys. some heroes will not have 11
powers. if you're using a gamepad, you probably won't use this feature.

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 or previous acts.

team management
brings up the team management menu, same as pushing the stats menu key.

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.

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
=============================

**controls note**
messing around in the team management screens is easier with the keyboard--
especially since, for some reason, menu commands are displayed with
keyboard controls, regardless of your primary button configuration. default
keyboard controls are listed here. put your gamepad down for a minute or
two and use the keyboard.

press the stats menu button or choose change team at an xtraction point or
press esc and choose the team management option to bring up the main team
management menu. the main menu shows your current four-man team (or less if
one or more has died). select a character using the movement or character
controls, then:

* press space to open that character's stat screens.


* press e to remove that character (change team screen only)
* press j to replace that character (change team screen only)
* press o to apply a different costume (skin) (change team screen only -
not available for all characters)
* press esc or enter 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 j to revive the character.

press j to place a character in the current position on the team. press esc
to quit the replacement menu. note: you can also bring up stat screens
(press space) of characters on the replacement menu. 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 or character select buttons 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.
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 j. to remove a point from body
that has been added during this session, select it and press e.

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
j. to remove a point from focus that has been added during this session,
select it and press e.

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 j.
to remove a point from strike that has been added during this session,
select it and press e.

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 j. to remove a point from


speed that has been added during this session, select it and press e.

b.02.b) skills
--------------
if you played xml1, this will be the biggest change as characters have a
greater selection of powers. at first, the selection seems overwhelming,
but some powers are just stronger versions of other powers. for example,
storm gets lightning strike and chain lightning. while they are separate
powers--you can continue leveling and using strike even after leveling
chain--they're still basically the same effect.

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.
anyway, select a skill and press 'j' to buy a rank. 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 'e'. 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
esc or enter.

to assign a power to a power key (attack, smash, use or jump) select the
power, press 'p', 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 e.

to equip an item to a slot, select the slot, press j to move to the


inventory list, select the item you want to equip and press j. if you
already had an item equipped in that slot, it will be swapped with the new
item.

to drop an item on the ground either from your gear slot or from the
inventory list, press p.
b.02.d) ai
----------
the ai screen shows the current settings for this character when controlled
by the computer.

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.

ai heal
governs how the ai uses health packs. a change on any one character's sheet
affects all characters, not just the individual. 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 x-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 c
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.

while micro-managing equipment is not fun, the auto-equip function has one
very nasty habit: it seems to operate only on item level (i.e. minimum
character level required to use the equipment). this becomes a problem when
you start getting the character-specific items from the challenge danger
room courses. the auto-equip function routinely removes the no-minimum-
level uber unique item and replaces it with a much less powerful minimum-
level-required item.

still, auto-equip removes a lot of the tedium involved in character


management. you're best off leaving it on and keeping an eye on active
characters that have their unique challenge course reward. just re-equip it
every time you find the game has taken it off. fortunately, auto-equip only
considers active characters, so your work is minimal.

stats (traits) in xml2 are a bit less important than in xml1. because of
the number of bonuses you can get (from tech stations, danger room awards
and equipment), there's no need to micromanage your stats. turn auto-trait
on during the tutorial stage and forget about them.

auto-skill is good for giving you a flavor for each character. on your
first run-through, you may wish to turn it on, at least until you get to
level 20 or 25. auto-skill tends to spread skill points around, but, this
will give you a good idea of what works and what doesn't and what is just
plain annoying. once you've got a feel for each character, go to forge or
beast and purchase the option to redistribute skill points, then turn auto-
skill off.

==============
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. even
better, you should learn how to hit power combos--two mutant powers used on
one opponent at the same time.

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 either 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.

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. 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. any character can throw barrels or crates; the
exploding barrels are especially nice.

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 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 and energy packs. since
these resources get used up frequently (especially in the early game), it's
a good thing the game drops a lot. later in the game, as your energy
regeneration improves, you can start selling off some of the energy packs
you pick up, since you don't need them as much and so many of them drop
anyway. keep the health packs, they don't show up quite as often.

you also need to look out for tech bits, the x-men legends 2 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. in order to avoid
slowing the game down to a crawl, it is recommended you turn auto-equip on;
however, if you like to micromanage...

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 mission.

**note** there's a game-stopping bug in the game 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.

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 f 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 g.

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 entire area (whether you've cleared it or not) 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.

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).

stick with one or two teams. 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. acts 4 and 5 will be especially hard if
you've been playing musical x-men. use acts 1 and 2 to figure out your
favorite characters and then stick with them.

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 strike and strike over speed. for melee
characters, prefer focus over strike, strike over speed and speed over
body.

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).

having a character with a highly destructive radial power makes breaking


containers and walls much quicker. some suggestions are iceman's arctic
burst, sunfire's fiery geyser, pyro's flaming pillar, colossus' bounding
smash, etc.

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.

/
\ /--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 (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.

other, unique, obstacles will be covered in the walkthrough.

c.01.b) energy saps


-------------------
there are machines in various stages that sap your mutant energy. the saps
in xml1 were destructible, the saps in xml2 frequently are not. however,
they are more in the nature of a trap, which activates only when an active
character is near. you can always just stand back and let your teammates do
the work; otherwise, you should stay put and let the mobs come to you.

c.01.c) "secret" areas


----------------------
the auto-map prevents there being any truly hidden rooms or platforms in
the game; however, some are only accessible if you have a flyer 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.

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 nearest landmark and are not always real clear. be sure to use your map
to keep your bearings.

===========================
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

* 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

* zealot and magneto: full vo conversation, magneto must be the active


character when you encounter zealot

* 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

* 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 must be a member of your team

* mr. sinister and nightcrawler: full vo conversation, nightcrawler must


be a member of your team but does not have to be the active character

c.02.b) act 2
-------------
* rogue and mystique: full vo conversation. have rogue as the active
character when you first leave avalon and meet up with mystique.

c.02.c) act 3
-------------

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).

* 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).

===============
c.03: prologue
===============

objectives:
* escape

items:
* none
recommended team:
* you get magneto, cyclops, storm and wolverine.

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, and auto-trait is still recommended for experienced players.

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 beam or 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: 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 the queen's chamber where you first meet zealot

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

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 or teleport. 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 with might to throw bombs at abyss
* 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 six or seven 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 or storm 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. the
boss is invulnerable until you hit him with a popup combo (attack, attack,
smash).

weird.

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.

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 or have a flier knock the wall down
(using attack)
* 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. a flier can take it down
(slowly) with standard attacks 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

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
right-hand (as you come into the room) door. 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 and go right
and around to find the power distribution console. use it to overload the
system. that does it for engineering, and you can use the teleporter to
your left to instantly return to the center of the factory entrance...

but, if you're a completeist--open the door to your right to score a weapon


cache. go back into the hallway, but keep going straight, through the door
to pick up the challenge - phoenix danger room disc. keep going back to the
first big room with two pits and go through the opposite door and to the
end of the path to find a +6 strike tech station.

go back to the factory entrance and 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 ahs 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-man (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 hear, use the secret blink 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 witch: madri cloisters, in the
room where you make an offering to open the artifact of rage room
* tech station (+6 focus): madri cloisters, when you destroy the psionic
altar, use the offering altars in the corners of the room to open a
room a little way back down the hall
* weapon cache: madri cloisters, same room as +6 focus tech station
* danger room disc qualifying exam 300: meditation chamber, in an alcove
on the opposite side of the area from the entrance
* weapon cache: divine sanctuary, in the large room with all the side
rooms, turn back toward the entrance and enter a small room
* homing beacon: divine sanctuary, from the room with the weapon cache,
go further back (toward the entrance) to enter a very small room and
fly up to get the beacon
* data disc: divine sanctuary, in one of the two side rooms with a large
pit, fly over the pit to a ledge
* sketch book (madri temple, madri enemy, scarlet witch): divine sanctuary,
in the downstairs shortcut from the artifact to the main entrance
* data disc: madri conclave, at the first t-intersection, go right and
clear the rooms and you should find the disc in a corner alcove
* weapon cache: madri conclave, in the downstairs shortcut between the
artifact and the main entrance
recommended team:
* you'll need a flier for several items
* a teleporter comes in handy for exploiting a couple of shortcuts
* you'll definitely need a tank with strong personal shielding (colossus,
juggs, rogue) for the boss fight

watch your mission briefing, then use the x-jet to get to the madri temple
antechamber. here in the entrance foyer is a homing beacon, right beside
one of the columns. in the very next room is a danger room disc, destroy
304. next up is a hall full of doors. open any of the side doors to get
your next set of tasks.

clear out the side rooms and beyond to find the entrance to the hall of
knowledge. in the hall, take your first left to get the artifact of body. a
portal will open back to the altar of body, use it, place the artifact,
then portal back. continue through the hall. take the next right to find an
xtraction point.

then head the opposite way to encounter emma frost, who adds a new set of
tasks to your objectives list. look to the right side of this room for a
sunken altar pit, juggernaut's comic is behind the altar. keep on going
straight and you'll come to a room with a +6 body tech station. coming out
of that room, turn right and fight your way through needless filler to get
to the exit to the madri cloisters.

the cloisters is a spiral hall, so you go 'round and 'round. the second
room on your left contains the artifact of rage, but you can't open the
door. (exploit alert: teleport through the wall with nightcrawler/deadpool
and your teammates will also jump through the wall, so you can go ahead and
get the artifact immediately.)

continue along the hall to the next room on the left, where you can make an
offering (and pick up a danger room disc, challenge - scarlet witch). once
you make an offering, the door to the artifact room opens, so go back, pick
it up, portal through, place it on the altar and portal back.

when you finally reach the end of the hall, you will be in the room with a
psionic altar. destroy it, and the door to continue will open. before going
on, visit the four offering altars in the corners of the room. doing so
opens a door a bit further back along the hall, inside that room is a +6
focus tech station and a weapon cache. continue on into the madri conclave.

at the first intersection, go right and enter the meditation chamber. take
your first right and then the next right and enter the large room. kill the
mobs and flip the switch in the corner to lower a gate leading to the heart
artifact.

there are three more switches like this, one in each corner of the area. if
you leave this first room and go around to your right, you'll find a danger
room disc, qualifying exam 300, after the second corner room. it's directly
opposite the area entrance. one of the corner rooms also contains the
psionic altar you're supposed to destroy. however, the fighting is so
furious, the altar will most likely be destroyed without you even knowing
what happened.

once all four switches have been thrown, you can go to the center room,
pick up the heart artifact and return it to the altar in the antechamber.
then portal back to the meditation chamber, go back to the conclave and
cross to the divine sanctuary.

take either the right or left passage, go down the ramp and, at the bottom,
turn back toward the "front" of the area, enter the small room and find a
weapon cache. go into the next small room and fly up to where you can see
either a homing beacon or an xp bonus waiting for you. now advance deeper
into the sanctuary. you'll come to a huge room with seven side rooms, one
of which contains the proper artifact.

standing facing into the large room from where you enter, number the side
rooms starting at the left-most room and skipping the center room (the
gated one right in front of you). so, the left-most room is #1 and the
right-most is #6. you can explore each one if you like; however, you'll
find the correct artifact in room #3, which will open the gate to the
center room where the portal to the antechamber opens.

in room #2 you can get a data disc by sending a flier over the pit, past
the fake artifact platform. after returning to the antechamber to place the
artifact, as you leave the portal, go downstairs through the new door that
opened when you collected the artifact. this is just a shortcut back to the
beginning of the area, but you can pick up a sketch book (madri temple,
madri enemy, scarlet witch) in the left-hand side room.

return to the conclave and advance deeper into the area. when you get to
the end of the hall, go right and kill the enemies and search the area for
a data disc. go back the other way and fight your way to a large room with
a book of contemplation on a stand (green arrow hovering over it). use the
book, then continue to a room with a pool in it, where you can use a book
of questions.

the hall beyond has an xtraction point. you might be tempted to take a
shortcut and fly or teleport over the pit (and your teammates will "jump"
to you); all you'll miss is a little xp and the book of answers, which is
in the next room.

opposite the xtraction point (however you get there) is the book of
reflections. use it, then continue until you get to the room with the
artifact of mind. when you collect the artifact, a portal opens and so do a
couple of doors leading downstairs. take the nearest door downstairs to
pick up a weapon cache, then come back up the same way and use the portal
to get back to the antechamber.

when you place the artifact of mind on the appropriate altar, a portal
opens to the monastic citadel. this is the boss fight and there's no full-
service xtraction point there, so prepare yourself before stepping through
the portal.

the first stage of the battle is with the stepford sisters. this isn't that
hard, and mostly requires patience. the two main weapons of the sisters are
creating illusions of themselves and a psychic blast that has a lot of
knockback, but doesn't do a lot of damage.

you can spot the translucent illusions easily enough, and if you can keep
the real sisters off balance, they won't be able to use their psychic
blast. a good tank is useful here. once you've "killed" the sisters,
holocaust drops in to see what's happening.

again, this isn't terribly difficult as long as you're patient and have a
good tank with good defenses. if you can keep at holocaust, he'll spend
most of his time draining the life force from his minions and won't spend a
lot of time attacking you.

when he is draining life from a minion, don't bother attacking him as you
can't damage him. instead, unleash a good aoe power, such as an xtreme, to
get rid of the minions and then go back to attacking him. as his health
goes down, a stepford sister will run out and stand at a shrine and send a
beam to holocaust that makes him invincible.

ok, the sisters are no tougher now than before. run over and feed the
sister a knuckle sandwich and then you can lay into holocaust again. this
battle is likely to take a while, but it shouldn't cause too much trouble.
use colossus, rogue or juggernaut as your active player, keep defenses up
and use energy packs to keep the heavy punches coming.

once holocaust is down, portal back to weapon x, talk to xavier and leave
for the x-mansion.

=======================
c.22: sentinel invasion
=======================

objectives:
* talk to havok
* take x-jet to the perimeter platforms
* destroy all the generators on the main gun platforms (3)
* destroy radar arrays on the radar array platforms (3)
* destroy console
* deactivate shielding
* destroy generator
* defeat bastion
* talk to havok at the x-mansion

areas:
* perimeter platforms

items:
* sketch book (pens, pens enemy, storm): first gun platform
* danger room disc challenge - toad: second gun platform
* weapon cache: second gun platform
* homing beacon: third gun platform
* weapon cache: second radar array platform
* danger room disc challenge - rogue: third radar array platform

recommended team:
* you'll be fighting sentinels, so don't bring jean grey or prof x
* you need a party-wide shield to help protect the shield agent
(hint: storm's will of the goddess)
* someone with a very destructive power to take out machinery in
one shot

the x-mansion is a shadow of its former self; but it will still serve as
your home base for this part of the game. things are a bit more scattered
here: forge and the review computer are upstairs; prof x, moira mctaggert,
the mission briefing computer and the trivia game are on the first floor in
a side room; and the hero stash, danger room computer, xtraction point and
havok and the x-jet are outside.

your first order of business is to speak with both moira and havok. after
speaking with them, you can view your two new mission briefings, play the
trivia game, work out in the danger room, what have you. when you're ready,
use the x-jet to head for the perimeter platforms.

this mission is fast, furious and extremely chaotic. the first part is also
timed. ok, here's the rundown in a nutshell: you run to three gun platforms
and destroy the generators powering the guns--within a small time limit,
then you teleport to some radar arrays and run through three of them,
protecting a shield demolitions expert while he destroys the arrays. after
all this is over, you fight bastion.

finally, you do all this without the benefit of any xtraction points or the
use of blink portals--so no saves, re-stocking of supplies or anything
else.

get it? got it. good.

here's the best way to handle this mission. you start on the first gun
platform, so run to the generator (big machine in the middle) and destroy
it. head toward the left side (from your entry point) to find the bridge to
the next platform. don't worry about the mobs, just head for the next
platform.

repeat destruction of the generator, then head for platform #3, which is
straight ahead from the entry point. after destroying that generator, take
some time to de-mob the platform. you're off the clock now, so go back
through the gun platforms, taking out the trash and picking up goodies.
here on gun platform #3 is a homing beacon.

on gun platform #2 is a weapon cache and the challenge - toad danger room
disc. on platform #1 you can pick up a sketch book (pens, pens enemy,
storm). head back to gun platform #3 and use the teleporter to jump to the
radar arrays. you'll meet sergeant kilroy, the shield demolitions expert.
your job is to keep him alive while he destroys the radar array in the
middle of the platform.

using a party-wide shield makes this a little easier. you should also use
radial powers--especially any with a lot of knockback. you don't have to
worry too much about kilroy, his health is restored after the radar array
is destroyed. once the first is down, run to the second--head straight
across and a little left from your entry point--and repeat, then run to the
third--go left from the entry point.

uh oh. there goes kilroy. and after all that effort on your part. go to the
platform and go to the console to the left of the radar array. destroy it,
then go to the console at the base of the array and use it. run clockwise
around the array to the generator and destroy it.

everything's cleared, so it's time to mop up and search for collectibles.


clean off radar array platform #3 and search the small areas on the outside
edges for danger room disc challenge - rogue. head back to radar array
platform #2 and claim a weapon cache. there's also a nice sentinel respawn
point near the bridge to platform 1 if you want to power-level a little
bit.
when you're ready, head back towards platform #3 and use the teleporter to
the command center platform. this is a boss fight against bastion, who
isn't terribly tough on his own, but summons hordes of sentinels to help
him out. you're probably a bit low on energy and health packs at this
point, so here's the cheesy way to beat him:

use storm's will of the goddess to make the party invincible and then
unload power attacks on bastion and ignore the sentinels. you should be
able to defeat bastion before you run out of xtreme icons to use for wotg.

once bastion is defeated, blink finally makes a portal for you and you can
return to x-mansion. after a rest and refit, enter sewers south near where
kitty pryde is standing.

=====================
c.23: hellfire to pay
=====================

objectives:
* talk to moira
* find sebastian shaw in the new york south side
* find the master key in the new york south side
* find sebastian shaw's holodiscs in the new york west side
* return the master key to shaw at the mansion
* return the holodiscs to shaw at the mansion
* pay sebastian shaw 10,000 tech bits

areas:
* sewers south
* new york south side (x)
* new york west side

items:
* homing beacon: sewers south, behind a fan, you must take storm to the
room behind the fan and have her hit the generator with lightning
* danger room disc challenge - colossus: sewers south, in the first very
large room, in the left corner opposite the entrance
* weapon cache: sewers south, in the hall right before the exit to new
york south side
* homing beacon: new york south side, on the rooftop to the right of
the exit to sewers south
* danger room disc challenge - nightcrawler: new york south side, left
of the xtraction point, at the end of the street
* weapon cache: new york west side, straight ahead from the south side
exit, along the right side of the street
* danger room disc survival 404: new york west side, across the street
from the weapon cache
* tech station (+8 speed): new york west side, on an upper floor of a
bombed-out building near the sewers west exit, you can fly up or
climb the pile of rubble nearby

recommended team:
* you'll need storm to pick up a homing beacon in sewers south

ah well, you think they could have recycled one of the more interesting
locales from the first game. anyway, when you reach the first large room,
you'll keep seeing your game pause as someone says, "look! here's a homing
beacon!" there is, indeed, a homing beacon behind a large fan. you can't
get it right now, so ignore it.

keep going around until you reach a very large room. head down the left-
side catwalks to find the challenge - colossus danger room disc. when you
get to the next room, go left and work your way around behind the fan with
the homing beacon. you can build a bridge over the pit to get to the fan
generator, but, as storm seems to be the only character capable of stopping
the generator, just fly her over and hit it with lightning.

you can then fight your way back to the homing beacon and pick it up. then
it's on through the sewers until you reach the exit to new york south side.
just before the exit, you'll encounter a very tough morlock outsider that
is only vulnerable after being hit with the stun combo (smash, attack,
smash, smash). in the same hall you encounter the outsider is a weapon
cache.

once on the streets of the big apple, follow the alley around until you
find some wrecked train cars and use one as a ramp to the elevated tracks.
go back over the rooftops, crossing a bridge, to find a homing beacon.
(shortcut: when you first leave the sewers, send a flier or teleporter
straight up to the rooftop to your right to pick up the homing beacon.)

now go around the cars still on the tracks to find sebastian shaw. he'll
cut a deal with you and then you're off on your mission to find his stuff.
go down the stairs to find an xtraction point. to the left of the xtraction
point, at the end of the street, pick up the challenge - nightcrawler
danger room disc.

going right from the xtraction point, you'll soon come to another place
where you can cross over the elevated tracks and you'll find both shaw's
master key and the exit to new york west side on the other side of the
tracks.

as you enter new york west side, go straight and find a weapon cache along
the right side of the street. go directly to the opposite side of the
street and look behind some trash cans for the danger room disc survival
404. go back to the intersection and cross to the next street. keep going
straight to find some infinite uniforms underneath a hotel portico.

backtrack to where you see the red x marking your objective; you'll be able
to pass the force field with the infinite uniforms you picked up. (you'll
automatically put the uniforms on as you approach the force field.) after
getting shaw's holodisc, head for the opposite corner of the street. you'll
find a large pile of rubble up against the side of a bombed-out building.
climb the rubble and climb up through the ruins to a +8 speed tech station.

open a blink portal back to x-mansion and talk to shaw (he's standing next
to the danger room computer). this will officially close out this mission.
save your game and portal back to new york west side.

======================
c.24: prison of misery
======================

objectives:
* destroy the powerful psychic brains in the brain trust
* defeat stryfe
* talk to banshee at the x-mansion
* get access code from mirrin (optional)
* get access codes from schill (optional)
* create a psychic demon to help defeat stryfe: use lenzir's access code
on the test chamber control panel to disable the test brain trust and
enable the psychic demon spawn control panel (optional)

areas:
* sewers west
* holding pens (x)
* stockade
* brain trust

items:
* weapon cache: sewers west, in a room behind a bus, use a mighty character
or magneto or jean grey to move the bus
* magneto's comic: sewers west, in the hall beyond the bus room, go to the
left end and break the sewer great, enter the tunnel to collect the comic
* data disc: sewers west, in a room near the exit to the holding pens, shut
off the water using the switch in the room across the hall, then send a
flier down to get the disc
* homing beacon: holding pens, go left from the exit to sewers west and
work your way around behind the double force fields to find the console
that turns them off and you can collect the beacon
* weapon cache: holding pens, after destroying a generator, keep going
straight to reach the cache
* jean grey's comic: holding pens, next to aforementioned weapon cache
* weapon cache: holding pens, a little further on from the previous
cache, behind some destructible fencing
* danger room disc defend 503: holding pens, next to second weapon cache
* tech station (+8 body): stockade, near the exit to the holding pens is
a gated room, use magneto or jean grey to flip the switch inside the
room and collect the tech station; you can also get into this room from
the other side once you've fought your way around, just activate the
console to lower the force field
* sketch book (new york, new york enemy, colossus): stockade, just past
the slow trap, go behind a force field to get the book
* weapon cache: stockade, after the slow trap, keep to the right, crossing
a water-filled pit and in the next room is the cache
* data disc: stockade, after switching hallways to get around a force
field, keep to the right and get it from behind another force field
* danger room disc teamwork 403: stockade, in large room leading to brain
trust, in a side alcove
* weapon cache: brain trust, in the pit in the room where you spawn the
psychic demon
* danger room disc challenge - juggernaut: brain trust, in the room next
to the psychic demon spawn room
* weapon cache (x2): brain trust, right outside the door leading to the
fight against stryfe

down the street from the tech station is the entrance to sewers west. head
down into the sewers and work your way to a hall that has a derelict bus.
using magneto, jean or a character with might, push the bus out of the way
to get into a room with a weapon cache. opposite the bus is a room with a
big pit. fly over the pit and pick up an id card on the opposite side.
in the next room beyond the bus hall, go to the far left end and break
through the sewer grate. enter the tunnel to collect magneto's comic.
return to the sewers and head through to the next room, which is a mini-
boss fight against a morlock giant.

just beyond this room you'll find banshee, who will fill you in on the
holding pens where apocalypse is holding many mutants. continue until you
reach an octagonal room with a large pool of water in the center. straight
ahead is the entrance to the holding pens and there is a room to the left
and the right.

go into the left-hand room first and throw the main water switch. this will
shut off the water flowing in the room across the hall (the right-hand
room) and reveal a data disc. send a flier down to get it, then exit to the
holding pens.

at the first intersection, turn left. your path back will be blocked by a
force field, and, after defeating the mobs, you will be able to see a
homing beacon between two force fields on the opposite side of the room.
there is one door that you can open, to your right as you face the homing
beacon.

go through that door and work your way around behind the homing beacon.
there's a console here that turns off all three force fields and you can
pick up the beacon (your fourth) and go back toward the entrance.

continue in the other direction by the only path open to you until you are
shown a generator you must destroy. defeat the mobs, then break the
generator to open the path straight ahead. continue to pick up a weapon
cache and jean grey's comic. keep following this path to pick up another
weapon cache and the defend 503 danger room disc.

just beyond the second weapon cache is a small room with two teleporters
that will respawn mobs for quite a long while. (note that some people have
experienced system crashes in this room, so you might want to just turn
around and go back to the generator room.) when you're tired of frolicking
with your constantly refreshing playmates, run back to the generator and go
through the door directly opposite to find an xtraction point and the exit
to the stockade.

since you should have all four homing beacons by this point, you may wish
to xtract back to the x-mansion and use the secret portal (it's upstairs,
near forge). this time you have to fight your way through an n-shaped room
full of mid-40s level mobs. there's no mini-boss, but the mobs are tough
enough to make up for this, so stock up on health packs before entering.
you'll collect iron man's jet boots for your trouble.

return to the holding pens and enter the stockade. you'll quickly reach a
gated room to the right that has a tech station. there's a lever to open
the door on the inside of the room, magneto or jean can flip the switch and
you can pick up the +8 body station now, or wait just a bit.

progressing past this side room, you'll take a right and run into a mini-
boss. after he and his minions are defeated, you'll find your way back
blocked by a force field. go to your right where you can see a console with
the familiar green arrow hovering over it. as you approach, you'll set off
a trap that slows your party down.
turn and destroy the trap, as you will come under attack. once all the mobs
are defeated, activate the console to turn off the force field leading into
the tech station room from this side. you can now enter, get your +8 body
and open the door from the inside.

continuing past the slow trap, you can go behind a force field and pick up
a sketch book (new york, new york enemy, colossus). then keep going down
the hall. at the end of the hall, go right and jump down into the water-
filled pit. climb the stairs and pick up a weapon cache.

(note: if, rather than go right at the end of the hall, you went left, you
would need a mighty character or magneto or jean to throw a large pipe into
the fire to open the path. then you would go through the next room and to
the right to find the weapon cache.)

there are two doors through which you can continue. the left-hand door's
path is blocked by a force field, so take the right-hand door and use the
console to turn off the field. then cut over to the left hand path and at
the next intersection, turn off the force field and go right for a data
disc.

continue until you reach a large room with the exit to the brain trust. be
careful of approaching the door, there's another slow trap in front of it.
once all the mobs are defeated, look in a side alcove of the room for the
teamwork 403 danger room disc. then break down the door and enter the brain
trust.

as you enter brain trust, you get a holographic message from banshee
containing some helpful hints. proceed straight across the hall into a room
with a pit. defeat the mob in this room to get his access code, then use it
on the console in the corner. this will open the other console and allow
you to spawn a psychic demon helper. down in the pit is a weapon cache.
next to the first console is a door, through which is a room containing the
challenge - juggernaut danger room disc.

leave this room by the other door and turn left at the corner and then take
the first door on the right. this leads to mirrin and his access code. once
he's defeated, use the console in the room to destroy brain trusts 1 and 2.
go back out into the hall and around the corner, through the first door on
the right and then go immediately right and through the door to find
schill, get his access code and destroy brain trust 3 at the console.

go back to the previous room and cross the catwalks to enter a long hall
full of respawning mobs and slow traps. fun stuff. at the end of this hall
are two weapon caches. beyond is the boss fight against stryfe, so take a
moment to open a blink portal and head back to the x-mansion for rest and
refit.

when you're ready, step into the arena with stryfe. (bonus: have toad in
your party to get a full-vo conversation with stryfe.) stryfe isn't that
tough, but, as long as one psychic brain is "alive", he will be revived
every time you kill him. even though you destroyed three brains using the
consoles earlier, there's still six that remain. concentrate on getting rid
of those first.

stryfe has a telepathic attack that holds you and then flings you away, and
he'll chase after the active character. it helps to use nightcrawler or
deadpool here and quickly teleport away from stryfe, destroy a brain, then
teleport away again. he'll be spending all his time running back-and-forth
after you while your teammates pepper him with attacks. once the final
brain is gone, stryfe is a pushover.

use blink's portal to return to x-mansion and talk to banshee. then xtract
back to new york south side and head back to west side.

================================
c.25: where angels fear to tread
================================

objectives:
* find the abandoned sewer entrance in the new york north side
* defeat deadpool
* enter apocalypse's tower through the north sewers

areas:
* new york north side
* sewers north (x)

items:
* tech station (+40 energy): new york north side, from the exit to west
side, go straight across and a little left
* rogue's comic: new york north side, from the exit to west side, go
right to the end of the street and look behind some barrels on the
left side of the street
* data disc: new york north side, after finding rogue's comic, turn left
down the street and look on the left side of the street in a small
alcove
* sketch book (perimeter, perimeter enemy, sunfire): new york north side,
in a corner of the area where you fight deadpool
* sketch book (sewers, sewer enemy, cyclops): sewers north, after crossing
a waterway, head to the right to a small side room that must be entered
by knocking down the wall
* homing beacon: sewers north, after crossing a waterway, continue straight
to a room with a campfire, in the corner is a door that cannot be opened,
teleport through or use magneto or jean to flip a switch on the inside
* weapon cache: sewers north, side room immediately before the xtraction
point

cross over to the other street and go in the opposite direction from the
sewers west entrance. you'll reach the entrance to new york north side.
after entering north side, go straight and a little left to find a +40
energy tech station. then go right until you can't go any further and look
on the left side of the street for rogue's comic.

take the street to the left and search the left-hand side for a data disc
hidden in a small alcove. go left around the corner and you'll soon get a
cutscene of deadpool busting out of the ground. fighting deadpool is easier
with nightcrawler as you can use teleport attack or teleport frenzy to keep
up with him as he teleports around the area.

once deadpool is defeated, look around the area to locate a sketch book
(perimeter, perimeter enemy, sunfire). then jump down into the hole
deadpool came out of to enter sewers north. you can only get out of the
first room by breaking down the walls; and many of the walls in the first
set of rooms are destructible.
when you reach a long room with paths to your left and right, take the left
path as the right one is blocked. in the next set of rooms, find a small
side room to the right that can only be entered by knocking down the wall.
you'll find a sketch book (sewers, sewer enemy, cyclops) inside.

go back to your left to a room with a campfire in the middle. in one corner
is a room with a door that cannot be opened. use a teleporter to jump
through or have magneto or jean throw the switch that is on the other side
of the door. inside is a homing beacon (or xp bonus).

continue working your way through the sewers until you reach the xtraction
point. just before the xtraction point is a side room with a weapon cache.
just beyond the xtraction point is the entrance to apocalypse's tower. as
you approach it, you'll get a message from professor x asking you to meet
him at x-mansion, but don't bother, he has nothing new to say.

save your game at the xtraction point and enter the tower.

=======================
c.26: hail to the queen
=======================

objectives:
* find the black queen in the tower
* shut down the power grid to the prison sector of tower engineering
* talk to the black queen

you will complete this mission as you complete "evil revealed".

===================
c.27: evil revealed
===================

objectives:
* meet beast in sinister's lab
* chase after beast into the tower apex
* defeat archangel

areas:
* the pantheon (x)
* tower engineering
* sinister's lab (x)
* tower apex

items:
* sketch book (apocalypse's tower, tower enemy, toad): pantheon, in the
center of the room as you enter from north sewers
* weapon cache: pantheon, under the statue in the middle of the first hall;
requires a flier
* danger room disc challenge - magneto: pantheon, under the statue in the
middle of the first hall; requires a flier

as you enter the pantheon, you'll see a sketch book (apocalypse's tower,
tower enemy, toad) in front of you. pick it up, then try to open the door
to the left. you'll activate the auto-defense systems. destroy the two
control units highlighted with red arrows, then destroy mobs until they
stop respawning. go through the now open door to an xtraction point.

go down the steps and fight your way along the hall. when you reach a large
pit, there's a +8 focus tech station in front of it. in the center of the
pit, underneath the huge statue is a weapon cache and the challenge -
magneto danger room disc. you'll need a flier to get the goodies; you can't
build a bridge or teleport.

beyond the statue are stairs leading up to a teleporter that takes you to
tower engineering. use the console to start the teleporter sequence, then
fight off mobs for 30 seconds until the teleporter is ready. then take it
to the next level.

as you pass through the first doorway in engineering, turn left and double
back through another door. this leads to the room where selene, the black
queen, is being held. pick up a +40 health tech station in the room, then
leave by the door to the right of the tech station, and find a data disc--
the fourth for this act--in the next room, right next to the pit.

continue toward the room with all the red x's marked on your map and
destroy the marked control units. you can also pick up the challenge -
storm danger room disc in this room. if, rather than going straight back to
selene's cell, you leave by the other door, you will find a weapon cache
just outside.

head back to selene and talk to her to close out the "hail to the queen"
mission, then leave by the door to the left of the tech station and take
the teleporter to sinister's lab.

head into the first room and clear out the mobs. you can pick up
nightcrawler's comic from the upper level. at the far end of the room is a
door that can be opened by magneto or jean, either of whom can flip the
switch on the other side of the door. this will open the xtraction point.

you can also get around the door the hard way by clearing out the halls to
either side of the main room. you can do this anyway for the xp. also, the
room to the right of the xtraction point has a weapon cache and the
graduation exam 400 danger room disc.

when you're ready to get on with the final fight, leave by the door
directly opposite the xtraction point. after the cutscene, clear the mobs,
collect the weapon cache and use the teleporter to get to the tower apex.

bonus: have jean grey in your party for a full-vo conversation with
archangel.

the fight against archangel proceeds in three stages. first is a straight-


up fight against him until he's lost a third of his health. during this
stage, just avoid his dive-bombing attacks and work him over with your
mutant powers.

second, archangel takes refuge in the teleporter in the center of the area
and starts summoning minions. ignore the minions and concentrate on taking
out the teleporter arms. when they are all destroyed, the teleporter beam
goes crazy. thus begins the hardest part of the fight.

like many boss fights, this isn't really difficult, as in, you're going to
die a lot, but it does require patience. every time you get hit by the
teleporter beam you get randomly transported to one of the mini-teleporters
scattered around the tower apex. you don't take any damage, but you do have
to get yourself back into the fight.

meanwhile, archangel is taking refuge on columns on the outside edges of


the area. you have to attack the column he is on and destroy it. once all
these refuges are gone, archangel returns to attack you.

once again, this is a straight-up fight against archangel, but he is going


to spend a lot more time in the air, so you must maximize the damage you
inflict when he's on the ground. then there's that teleporter beam sweeping
around, randomly transporting you hither and thither...

patience, padawan, patience. perhaps the best single mutant for this battle
is nightcrawler. you can quickly teleport back if you get hit with the
beam, and you can also teleport away from the beam. and, when archangel
alights, you can teleport frenzy him from a fair distance away. keep at
archangel, collect health and energy packs as they drop from all the
destructible objects, and you will eventually wear him down.

clean off the tower apex and step into the center teleporter to begin the
last act.

/
\ /--men legends ii-----------------------------------------------------
\/
/\---section d. allies---------------------------------------------------
/ \
/

how to read the skill listings


there will be a header number (such as c.01.a.vi) followed by the skill
name followed in parentheses by the skill type. there will then be a colon,
followed by any skill pre-requisites (i.e. other skills that you must
acquire first before unlocking this skill) and then the skill description.
at the end of the description will be the combo name, which is the
adjective/noun pair used when making combos with the skill (offensive
skills only)*. so, the skill header will look like this:

header number - skill name (skill type): pre-requisites. description. combo


name.

underneath the skill header will be the list of ranks, their level
requirements, effects and energy point (ep) cost:

(level requirement): effects, cost ep

if the level requirement for a skill rank is 1, then that skill is


available from the beginning of the game, unless there is another skill
pre-requisite.

* how combo names work


power combos have a name composed of an adjective and a noun. each
offensive power has an adjective and a noun associated with it. when a
combo occurs, the first power that hits contributes the adjective and the
second power that hits contributes the noun. thus:
storm's blizzard + magneto's magnetic shell = snowy prison
magneto's magnetic shell + storm's blizzard = immobilizing blizzard

or

iron man's disruptor shock + deadpool's butterfly kick = stunning kick


deadpool's butterfly kick + iron man's disruptor shock = wicked disruption

=============
d.01: bishop
=============

d.01.a) skills
--------------
d.01.a.i - bio beam (beam): combo name - energy beam

d.01.a.ii - plasma blaster (projectile): combo name - pulsating pulse

d.01.a.iii - sapping strike (melee): combo name - draining sap

d.01.a.iv - full auto (projectile): requires plasma blaster. combo name -


blasting shots

d.01.a.v - rapid fire (projectile): requires full auto. combo name -


shooting barrage

d.01.a.vi - bombardment (radial)

d.01.a.vii - bio blast (radial): requires sapping strike. combo name -


stunning blast

d.01.a.viii - big bang (radial, xtreme): combo name - blackout

d.01.a.ix - superconductor (boost, xtreme)

d.01.a.x - absorption (boost)

d.01.a.xi - energy fury (boost): requires absorption

d.01.a.xii - energy combat (passive)

d.01.a.xiii - gun mastery (passive): requires mutant master

d.01.a.xiv - power trip (passive): requires sapping strike

d.01.a.xv - mutant master (passive): requires level 7. increases ep


regeneration rate.
(level 7): +30% ep regeneration
(level 8): +42% ep regeneration
(level 9): +54% ep regeneration
(level 10): +66% ep regeneration
(level 11): +78% ep regeneration
(level 12): +90% ep regeneration
(level 13): +102% ep regeneration
(level 14): +114% ep regeneration
(level 15): +126% ep regeneration
(level 16): +139% ep regeneration
(level 17): +150% ep regeneration
(level 18): +162% ep regeneration
(level 19): +175% ep regeneration
(level 20): +187% ep regeneration
(level 21): +199% ep regeneration

===============
d.02: colossus
===============

d.02.a) skills
-------------
d.02.a.i - iron fist (melee)

d.02.a.ii - uppercut (melee): requires iron fist

d.02.a.iii - thunder clap (radial)

d.02.a.iv - massive strike (melee): requires uppercut

d.02.a.v - bounding smash (radial): requires thunder clap

d.02.a.vi - siberian express (charge): requires massive strike

d.02.a.vii - demolition (radial, xtreme)

d.02.a.viii - unbreakable (boost, xtreme)

d.02.a.ix - steel skin (boost)

d.02.a.x - roar (boost): requires steel skin

d.02.a.xi - block (ability)

d.02.a.xii - brawler (passive)

d.02.a.xiii - galvanize (passive): requires brawler

d.02.a.xiv - metallurgy (passive): requires galvanize

d.02.a.xv - might (ability)

d.02.a.xvi - mutant master (passive): requires level 7. increases ep


regeneration rate.
(level 7): +30% ep regeneration
(level 8): +42% ep regeneration
(level 9): +54% ep regeneration
(level 10): +66% ep regeneration
(level 11): +78% ep regeneration
(level 12): +90% ep regeneration
(level 13): +102% ep regeneration
(level 14): +114% ep regeneration
(level 15): +126% ep regeneration
(level 16): +139% ep regeneration
(level 17): +150% ep regeneration
(level 18): +162% ep regeneration
(level 19): +175% ep regeneration
(level 20): +187% ep regeneration
(level 21): +199% ep regeneration

==============
d.03: cyclops
==============

d.03.a) skills
--------------
d.03.a.i - optic beam (beam)

d.03.a.ii - optic slam (beam)

d.03.a.iii - optic flash (debuff): requires optic slam

d.03.a.iv - auto artillery (trap): requires optic flash

d.03.a.v - fusion beam (beam): requires optic beam

d.03.a.vi - focuses beam (beam): requires fusion beam

d.03.a.vii - polarized beam (beam): requires auto artillery

d.03.a.viii - optic rage (beam, xtreme)

d.03.a.ix - flawless tactics (boost, xtreme)

d.03.a.x - tactics (boost)

d.03.a.xi - command (boost): requires tactics

d.03.a.xii - defense grid (passive): requires leadership

d.03.a.xiii - visor upgrade (passive): requires mutant master

d.03.a.xiv - leadership (passive)

d.03.a.xv - mutant master (passive): requires level 7. increases ep


regeneration rate.
(level 7): +30% ep regeneration
(level 8): +42% ep regeneration
(level 9): +54% ep regeneration
(level 10): +66% ep regeneration
(level 11): +78% ep regeneration
(level 12): +90% ep regeneration
(level 13): +102% ep regeneration
(level 14): +114% ep regeneration
(level 15): +126% ep regeneration
(level 16): +139% ep regeneration
(level 17): +150% ep regeneration
(level 18): +162% ep regeneration
(level 19): +175% ep regeneration
(level 20): +187% ep regeneration
(level 21): +199% ep regeneration
===============
d.04: deadpool
===============

you unlock deadpool when you beat the game's main story the first time.

d.04.a) skills
--------------
d.04.a.i - rupturing jab (melee)

d.04.a.ii - teleport (special)

d.04.a.iii - dual shot (projectile)

d.04.a.iv - butterfly kick (melee)

d.04.a.v - blade cyclone (charge)

d.04.a.vi - nitrogen blast (blast, xtreme)

d.04.a.vii - wisecrack (boost)

d.04.a.viii - block (ability)

d.04.a.ix - regeneration (passive)

d.04.a.x - stealth (passive)

d.04.a.xi - weapons mastery (passive)

d.04.a.xii - mutant master (passive): requires level 7. increases ep


regeneration rate.
(level 7): +30% ep regeneration
(level 8): +42% ep regeneration
(level 9): +54% ep regeneration
(level 10): +66% ep regeneration
(level 11): +78% ep regeneration
(level 12): +90% ep regeneration
(level 13): +102% ep regeneration
(level 14): +114% ep regeneration
(level 15): +126% ep regeneration
(level 16): +139% ep regeneration
(level 17): +150% ep regeneration
(level 18): +162% ep regeneration
(level 19): +175% ep regeneration
(level 20): +187% ep regeneration
(level 21): +199% ep regeneration

=============
d.05: gambit
=============

d.05.a) skills
--------------
d.05.a.i - card shuffle (projectile)

d.05.a.ii - staff assault (melee)


d.05.a.iii - ace of spades (trap): requires card shuffle

d.05.a.iv - staff slam (radial): requires staff assault

d.05.a.v - full house (trap): requires ace of spades

d.05.a.vi - detonation (special): requires staff slam

d.05.a.vii - 52 pickup (radial, xtreme)

d.05.a.viii - prince of thieves (boost, xtreme)

d.05.a.ix - energy form (boost)

d.05.a.x - energy fury (boost): requires energy form

d.05.a.xi - block (ability)

d.05.a.xii - energy combat (passive)

d.05.a.xiii - evade (passive): requires energy combat

d.05.a.xiv - card mastery (passive): requires mutant master

d.05.a.xv - mutant master (passive): requires level 7. increases ep


regeneration rate.
(level 7): +30% ep regeneration
(level 8): +42% ep regeneration
(level 9): +54% ep regeneration
(level 10): +66% ep regeneration
(level 11): +78% ep regeneration
(level 12): +90% ep regeneration
(level 13): +102% ep regeneration
(level 14): +114% ep regeneration
(level 15): +126% ep regeneration
(level 16): +139% ep regeneration
(level 17): +150% ep regeneration
(level 18): +162% ep regeneration
(level 19): +175% ep regeneration
(level 20): +187% ep regeneration
(level 21): +199% ep regeneration

=============
d.06: iceman
=============

d.06.a) skills
--------------
d.06.a.i - slow beam (beam): sends out a beam, slowing enemies. can build
bridges.
(level 1): 11-15 cold dmg, 70% slow, 4 second slow, 12ep
(level 4): 20-25 cold dmg, 67% slow, 4 second slow, 18ep
(level 7): 30-36 cold dmg, 65% slow, 4 second slow, 24ep
(level 10): 40-46 cold dmg, 62% slow, 5 second slow, 30ep
(level 13): 49-57 cold dmg, 60% slow, 5 second slow, 36ep
(level 16): 59-68 cold dmg, 58% slow, 6 second slow, 42ep
(level 19): 69-78 cold dmg, 55% slow, 6 second slow, 48ep
(level 22): 78-89 cold dmg, 53% slow, 6 second slow, 54ep
(level 25): 88-100 cold dmg, 51% slow, 7 second slow, 60ep
(level 28): 98-110 cold dmg, 48% slow, 7 second slow, 66ep
(level 31): 107-121 cold dmg, 46% slow, 8 second slow, 72ep
(level 34): 117-131 cold dmg, 44% slow, 8 second slow, 78ep
(level 37): 127-142 cold dmg, 41% slow, 9 second slow, 84ep
(level 40): 136-153 cold dmg, 39% slow, 9 second slow, 90ep
(level 43): 146-163 cold dmg, 36% slow, 9 second slow, 96ep
(level 46): 156-174 cold dmg, 34% slow, 10 second slow, 102ep
(level 49): 165-185 cold dmg, 32% slow, 10 second slow, 108ep
(level 52): 175-195 cold dmg, 29% slow, 11 second slow, 114ep
(level 55): 185-206 cold dmg, 27% slow, 11 second slow, 120ep
(level 58): 195-217 cold dmg, 25% slow, 12 second slow, 126ep

d.06.a.ii - ice shards (projectile): throws shards of ice at enemies,


inflicting cold damage.
(level 1): 6-9 cold dmg, 1 shard, 14ep
(level 4): 11-15 cold dmg, 1 shard, 20ep
(level 7): 17-21 cold dmg, 1 shard, 27ep
(level 10): 23-28 cold dmg, 1 shard, 33ep
(level 13): 29-34 cold dmg, 1 shard, 40ep
(level 16): 35-41 cold dmg, 3 shards, 47ep
(level 19): 41-47 cold dmg, 3 shards, 53ep
(level 22): 46-54 cold dmg, 3 shards, 60ep
(level 25): 52-60 cold dmg, 3 shards, 67ep
(level 28): 58-67 cold dmg, 3 shards, 73ep
(level 31): 64-73 cold dmg, 3 shards, 80ep
(level 34): 70-80 cold dmg, 3 shards, 86ep
(level 37): 76-86 cold dmg, 5 shards, 93ep
(level 40): 81-93 cold dmg, 5 shards, 100ep
(level 43): 87-99 cold dmg, 5 shards, 106ep
(level 46): 93-106 cold dmg, 5 shards, 113ep
(level 49): 99-112 cold dmg, 5 shards, 120ep
(level 52): 105-119 cold dmg, 5 shards, 126ep
(level 55): 111-125 cold dmg, 5 shards, 133ep
(level 58): 117-132 cold dmg, 7 shard, 140ep

d.06.a.iii - freeze beam (beam): requires level 7, slow beam. sends out a
beam, freezing enemies for a time. can build bridges.
(level 7): 30-36 cold dmg, 2.0 seconds, 22ep
(level 10): 39-46 cold dmg, 2.2 seconds, 28ep
(level 13): 49-57 cold dmg, 2.5 seconds, 34ep
(level 16): 59-67 cold dmg, 2.7 seconds, 40ep
(level 19): 68-78 cold dmg, 2.9 seconds, 46ep
(level 22): 78-89 cold dmg, 3.2 seconds, 52ep
(level 25): 88-99 cold dmg, 3.4 seconds, 58ep
(level 28): 97-110 cold dmg, 3.6 seconds, 64ep
(level 31): 107-121 cold dmg, 3.9 seconds, 70ep
(level 34): 117-131 cold dmg, 4.1 seconds, 77ep
(level 37): 127-142 cold dmg, 4.4 seconds, 83ep
(level 40): 136-153 cold dmg, 4.6 seconds, 89ep
(level 43): 146-163 cold dmg, 4.8 seconds, 95ep
(level 46): 156-174 cold dmg, 5.1 seconds, 101ep
(level 49): 165-185 cold dmg, 5.3 seconds, 107ep
(level 52): 175-195 cold dmg, 5.5 seconds, 113ep
(level 55): 185-206 cold dmg, 5.8 seconds, 119ep
(level 58): 195-217 cold dmg, 6.0 seconds, 126ep
d.06.a.iv - ice slide (charge): requires level 14. slides on an ice sled,
damaging and slowing hit enemies. (press and hold. you can also use this
power by pressing and holding jump while in mid-air.)
(level 14): 53-61 cold dmg, 40 knockback, 50% slow for 4s, 34ep/s
(level 17): 62-71 cold dmg, 53 knockback, 50% slow for 4s, 40ep/s
(level 20): 72-82 cold dmg, 67 knockback, 50% slow for 4s, 46ep/s
(level 23): 82-92 cold dmg, 81 knockback, 50% slow for 4s, 53ep/s
(level 26): 91-103 cold dmg, 94 knockback, 50% slow for 4s, 59ep/s
(level 29): 101-114 cold dmg, 108 knockback, 50% slow for 4s, 66ep/s
(level 32): 111-124 cold dmg, 122 knockback, 50% slow for 4s, 72ep/s
(level 35): 120-135 cold dmg, 135 knockback, 50% slow for 4s, 78ep/s
(level 38): 130-145 cold dmg, 149 knockback, 50% slow for 4s, 85ep/s
(level 41): 140-156 cold dmg, 163 knockback, 50% slow for 4s, 91ep/s
(level 44): 149-167 cold dmg, 176 knockback, 50% slow for 4s, 98ep/s
(level 47): 159-177 cold dmg, 190 knockback, 50% slow for 4s, 104ep/s
(level 50): 169-188 cold dmg, 204 knockback, 50% slow for 4s, 110ep/s
(level 53): 178-198 cold dmg, 217 knockback, 50% slow for 4s, 117ep/s
(level 56): 188-209 cold dmg, 231 knockback, 50% slow for 4s, 123ep/s
(level 59): 198-220 cold dmg, 245 knockback, 50% slow for 4s, 130ep/s

d.06.a.v - arctic burst (radial): requires level 21, freeze beam. radial
blast of cold which damages and slows enemies.
(level 21): 30-36 cold dmg, 75% slow, 4.0 seconds, 60ep
(level 24): 34-40 cold dmg, 71% slow, 4.5 seconds, 68ep
(level 27): 38-44 cold dmg, 67% slow, 5.1 seconds, 76ep
(level 30): 42-49 cold dmg, 63% slow, 5.6 seconds, 85ep
(level 33): 46-53 cold dmg, 59% slow, 6.2 seconds, 93ep
(level 36): 50-57 cold dmg, 55% slow, 6.7 seconds, 102ep
(level 39): 54-62 cold dmg, 52% slow, 7.2 seconds, 110ep
(level 42): 58-66 cold dmg, 48% slow, 7.8 seconds, 119ep
(level 45): 62-71 cold dmg, 44% slow, 8.3 seconds, 127ep
(level 48): 66-75 cold dmg, 40% slow, 8.8 seconds, 136ep
(level 51): 70-79 cold dmg, 36% slow, 9.4 seconds, 144ep
(level 54): 74-84 cold dmg, 32% slow, 9.9 seconds, 153ep
(level 57): 78-88 cold dmg, 28% slow, 10.5 seconds, 161ep
(level 60): 82-93 cold dmg, 25% slow, 11.0 seconds, 170ep

d.06.a.vi - cold crush (projectile): requires level 28, ice slide. ice
projectile. freezes target, slows in radius. can build bridges.
(level 28): 69-79 cold dmg, 53-61 explosion cold dmg,
70% slow for 3.0 seconds, 78ep
(level 31): 76-86 cold dmg, 59-68 explosion cold dmg,
65% slow for 3.0 seconds, 86ep
(level 34): 83-94 cold dmg, 65-75 explosion cold dmg,
61% slow for 3.0 seconds, 95ep
(level 37): 90-102 cold dmg, 72-82 explosion cold dmg,
56% slow for 3.0 seconds, 104ep
(level 40): 97-110 cold dmg, 78-89 explosion cold dmg,
52% slow for 3.0 seconds, 113ep
(level 43): 104-118 cold dmg, 85-96 explosion cold dmg,
47% slow for 3.0 seconds, 122ep
(level 46): 111-125 cold dmg, 91-103 explosion cold dmg,
43% slow for 3.0 seconds, 130ep
(level 49): 118-133 cold dmg, 97-110 explosion cold dmg,
38% slow for 3.0 seconds, 139ep
(level 52): 125-141 cold dmg, 104-117 explosion cold dmg,
34% slow for 3.0 seconds, 148ep
(level 55): 132-149 cold dmg, 110-124 explosion cold dmg,
29% slow for 3.0 seconds, 157ep
(level 58): 140-157 cold dmg, 117-132 explosion cold dmg,
25% slow for 3.0 seconds, 166ep

d.06.a.vii - ice pillar (blast): requires level 28, arctic burst. blast ice
pillars from the ground, damaging enemies and popping them up.
(level 28): 66-75 cold dmg, 2 pillars, 72ep
(level 31): 72-82 cold dmg, 2 pillars, 80ep
(level 34): 78-89 cold dmg, 2 pillars, 88ep
(level 37): 85-96 cold dmg, 3 pillars, 96ep
(level 40): 91-103 cold dmg, 3 pillars, 104ep
(level 43): 98-110 cold dmg, 4 pillars, 112ep
(level 46): 104-117 cold dmg, 4 pillars, 120ep
(level 49): 110-124 cold dmg, 4 pillars, 128ep
(level 52): 117-131 cold dmg, 5 pillars, 136ep
(level 55): 123-138 cold dmg, 5 pillars, 144ep
(level 58): 130-146 cold dmg, 6 pillars, 152ep

d.06.a.viii - cold snap (radial, xtreme): requires level 15. xtreme cold
attack damaging everything in sight. nearby enemies are frozen, more
distant enemies are slowed.
(level 15): 85-96 cold dmg, 4.0s freeze, 70% slow for 5.0s
(level 20): 117-131 cold dmg, 4.7s freeze, 62% slow for 6.2s
(level 25): 149-167 cold dmg, 5.3s freeze, 55% slow for 7.3s
(level 30): 182-202 cold dmg, 6.0s freeze, 47% slow for 8.5s
(level 35): 214-238 cold dmg, 6.7s freeze, 40% slow for 9.7s
(level 40): 246-273 cold dmg, 7.3s freeze, 32% slow for 10.8s
(level 45): 279-309 cold dmg, 8.0s freeze, 25% slow for 12.0s

d.06.a.ix - ice sidekick (special, xtreme): requires level 20. spawn a


minion to fight alongside party for a time.
(level 20): 15 seconds, 50% of iceman's max hp, 50% dmg
(level 25): 22 seconds, 62% of iceman's max hp, 68% dmg
(level 30): 30 seconds, 75% of iceman's max hp, 87% dmg
(level 35): 37 seconds, 87% of iceman's max hp, 106% dmg
(level 40): 45 seconds, 100% of iceman's max hp, 125% dmg

d.06.a.x - ice armor (boost): requires level 7. armor takes damage instead
of iceman. also damages and slows melee attackers.
(level 7): 35 dmg absorbed, 1-2 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 88ep
(level 10): 38 dmg absorbed, 1-3 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 112ep
(level 13): 41 dmg absorbed, 2-4 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 136ep
(level 16): 44 dmg absorbed, 3-5 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 161ep
(level 19): 48 dmg absorbed, 4-6 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 185ep
(level 22): 51 dmg absorbed, 4-7 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 210ep
(level 25): 54 dmg absorbed, 5-8 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 234ep
(level 28): 58 dmg absorbed, 6-9 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 259ep
(level 31): 61 dmg absorbed, 7-10 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 283ep
(level 34): 64 dmg absorbed, 7-11 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 308ep
(level 37): 67 dmg absorbed, 8-12 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 332ep
(level 40): 71 dmg absorbed, 9-13 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 357ep
(level 43): 74 dmg absorbed, 10-14 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 381ep
(level 46): 77 dmg absorbed, 10-15 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 406ep
(level 49): 81 dmg absorbed, 11-16 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 430ep
(level 52): 84 dmg absorbed, 12-17 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 455ep
(level 55): 87 dmg absorbed, 13-18 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 479ep
(level 58): 91 dmg absorbed, 14-19 cold dmg inflicted on attackers,
50% slow for 3.0 seconds, 504ep

d.06.a.xi - ice gloves (boost): requires level 14, ice armor. gives self
and allies ice gloves for a time adding cold damage to melee attacks and
increasing atk.
(level 14): +5% cold dmg, +1 atk, 13.0 seconds, 132ep
(level 17): +7% cold dmg, +1 atk, 15.8 seconds, 157ep
(level 20): +10% cold dmg, +1 atk, 18.6 seconds, 183ep
(level 23): +13% cold dmg, +1 atk, 21.4 seconds, 208ep
(level 26): +16% cold dmg, +1 atk, 24.2 seconds, 234ep
(level 29): +19% cold dmg, +1 atk, 27.0 seconds, 260ep
(level 32): +21% cold dmg, +1 atk, 29.8 seconds, 285ep
(level 35): +24% cold dmg, +1 atk, 32.6 seconds, 311ep
(level 38): +27% cold dmg, +1 atk, 35.4 seconds, 336ep
(level 41): +30% cold dmg, +2 atk, 38.2 seconds, 362ep
(level 44): +33% cold dmg, +2 atk, 41.0 seconds, 388ep
(level 47): +35% cold dmg, +2 atk, 43.8 seconds, 413ep
(level 50): +38% cold dmg, +2 atk, 46.6 seconds, 439ep
(level 53): +41% cold dmg, +2 atk, 49.4 seconds, 464ep
(level 56): +44% cold dmg, +2 atk, 52.2 seconds, 490ep
(level 59): +47% cold dmg, +2 atk, 55.0 seconds, 516ep

d.06.a.xii - ice combat (passive): adds additional cold damage to melee


attacks.
(level 1): +50% melee damage as cold damage
(level 2): +65% melee damage as cold damage
(level 3): +80% melee damage as cold damage
(level 4): +95% melee damage as cold damage
(level 5): +110% melee damage as cold damage
(level 6): +125% melee damage as cold damage
(level 7): +140% melee damage as cold damage
(level 8): +155% melee damage as cold damage
(level 9): +170% melee damage as cold damage
(level 10): +185% melee damage as cold damage
(level 11): +200% melee damage as cold damage
(level 12): +215% melee damage as cold damage
(level 13): +230% melee damage as cold damage
(level 14): +245% melee damage as cold damage
(level 15): +260% melee damage as cold damage

d.06.a.xiii - cold mastery (passive): requires level 14, mutant master.


adds additional damage to all cold damage and adds resistance to cold
damage.
(level 14): +5% cold dmg, +1% critical chance, +25% cold resistance
(level 15): +9% cold dmg, +2% critical chance, +30% cold resistance
(level 16): +12% cold dmg, +2% critical chance, +35% cold resistance
(level 17): +15% cold dmg, +3% critical chance, +41% cold resistance
(level 18): +18% cold dmg, +3% critical chance, +46% cold resistance
(level 19): +22% cold dmg, +4% critical chance, +51% cold resistance
(level 20): +25% cold dmg, +4% critical chance, +57% cold resistance
(level 21): +28% cold dmg, +5% critical chance, +62% cold resistance
(level 22): +31% cold dmg, +6% critical chance, +67% cold resistance
(level 23): +34% cold dmg, +6% critical chance, +73% cold resistance
(level 24): +38% cold dmg, +7% critical chance, +78% cold resistance
(level 25): +41% cold dmg, +7% critical chance, +84% cold resistance
(level 26): +44% cold dmg, +8% critical chance, +89% cold resistance
(level 27): +47% cold dmg, +8% critical chance, +94% cold resistance
(level 28): +50% cold dmg, +9% critical chance, +100% cold resistance

d.06.a.xiv - piercing cold (passive): requires level 21, ice combat.


increases the chance of a piercing hit while using beams and ice shards
attacks.
(level 21): 20% chance to pierce
(level 22): 24% chance to pierce
(level 23): 28% chance to pierce
(level 24): 32% chance to pierce
(level 25): 36% chance to pierce
(level 26): 40% chance to pierce
(level 27): 44% chance to pierce
(level 28): 48% chance to pierce
(level 29): 52% chance to pierce
(level 30): 56% chance to pierce
(level 31): 60% chance to pierce
(level 32): 64% chance to pierce
(level 33): 68% chance to pierce
(level 34): 72% chance to pierce
(level 35): 76% chance to pierce

d.06.a.xv - mutant master (passive): requires level 7. increases ep


regeneration rate.
(level 7): +30% ep regeneration
(level 8): +42% ep regeneration
(level 9): +54% ep regeneration
(level 10): +66% ep regeneration
(level 11): +78% ep regeneration
(level 12): +90% ep regeneration
(level 13): +102% ep regeneration
(level 14): +114% ep regeneration
(level 15): +126% ep regeneration
(level 16): +139% ep regeneration
(level 17): +150% ep regeneration
(level 18): +162% ep regeneration
(level 19): +175% ep regeneration
(level 20): +187% ep regeneration
(level 21): +199% ep regeneration

==============
d.07: iron man
==============

to unlock iron man, you have to find four homing beacons in each act. after
finding four homing beacons (there are six total in each act, so you don't
need to find every one available), a secret blink portal will open at your
home base. in acts 1 through 4, entering the portal takes you to a piece of
iron man's armor. in act 5, the portal takes you to iron man himself.

d.07.a) skills
--------------
d.07.a.i - unibeam (beam): basic beam attack, causes energy damage.
(level 1): 11-15 energy damage, 12ep
(level 4): 20-25 energy damage, 18ep
(level 7): 30-36 energy damage, 24ep
(level 10): 40-46 energy damage, 30ep
(level 13): 49-57 energy damage, 36ep
(level 16): 59-68 energy damage, 42ep
(level 19): 69-78 energy damage, 48ep
(level 22): 78-89 energy damage, 54ep
(level 25): 88-100 energy damage, 60ep
(level 28): 98-110 energy damage, 66ep
(level 31): 107-121 energy damage, 72ep
(level 34): 117-131 energy damage, 78ep
(level 37): 127-142 energy damage, 84ep
(level 40): 136-153 energy damage, 90ep
(level 43): 146-163 energy damage, 96ep
(level 46): 156-174 energy damage, 102ep
(level 49): 165-185 energy damage, 108ep
(level 52): 175-195 energy damage, 114ep
(level 55): 185-206 energy damage, 120ep
(level 58): 195-217 energy damage, 126ep

d.07.a.ii - plasma charges (projectile): shoot multiple charges of energy


from hands. damage shown is per charge.
(level 1): 1 charge,
(level 4): 1 charge, 11-15 energy damage, 20ep
(level 7): 1 charge, 17-21 energy damage, 27ep
(level 10): 1 charge, 23-28 energy damage, 33ep
(level 13): 2 charges, 29-34 energy damage, 40ep
(level 16): 2 charges, 35-41 energy damage, 47ep
(level 19): 2 charges, 41-47 energy damage, 53ep
(level 22): 3 charges, 46-54 energy damage, 60ep
(level 25): 3 charges, 52-60 energy damage, 67ep
(level 28): 3 charges, 58-67 energy damage, 73ep
(level 31): 4 charges, 64-73 energy damage, 80ep
(level 34): 4 charges, 70-80 energy damage, 86ep
(level 37): 4 charges, 76-86 energy damage, 93ep
(level 40): 5 charges, 81-93 energy damage, 100ep
(level 43): 5 charges, 87-99 energy damage, 106ep
(level 46): 5 charges, 93-106 energy damage, 113ep
(level 49): 6 charges, 99-112 energy damage, 120ep
(level 52): 6 charges, 105-119 energy damage, 126ep
(level 55): 6 charges, 111-125 energy damage, 133ep
(level 58): 7 charges, 117-132 energy damage, 140ep

d.07.a.iii - disruptor shock (blast): burst of radiation that damages and


stuns enemies
(level 7): 17-22 radiation damage, 1.0 second stun, 28ep
(level 10): 22-27 radiation damage, 1.2 second stun, 36ep
(level 13): 27-33 radiation damage, 1.4 second stun, 44ep
(level 16): 32-38 radiation damage, 1.6 second stun, 52ep
(level 19): 37-44 radiation damage, 1.8 second stun, 60ep
(level 22): 42-50 radiation damage, 1.9 second stun, 68ep
(level 25): 48-55 radiation damage, 2.1 second stun, 76ep
(level 28): 43-61 radiation damage, 2.3 second stun, 84ep
(level 31): 58-67 radiation damage, 2.5 second stun, 92ep
(level 34): 63-72 radiation damage, 2.7 second stun, 100ep
(level 37): 68-78 radiation damage, 2.9 second stun, 108ep
(level 40): 73-84 radiation damage, 3.1 second stun, 116ep
(level 43): 79-89 radiation damage, 3.3 second stun, 124ep
(level 46): 84-95 radiation damage, 3.4 second stun, 132ep
(level 49): 89-101 radiation damage, 3.6 second stun, 140ep
(level 52): 94-106 radiation damage, 3.8 second stun, 148ep
(level 55): 99-112 radiation damage, 4.0 second stun, 156ep
(level 58): 105-118 radiation damage, 4.2 second stun, 164ep

d.07.a.iv - auto turret (trap): requires plasma charges. places an auto


turret that fires on nearby enemies
(level 14): 53-61 elemental dmg, 40 turret hp, 12s, 34ep
(level 17): 62-71 elemental dmg, 42 turret hp, 12s, 40ep
(level 20): 72-82 elemental dmg, 45 turret hp, 13s, 46ep
(level 23): 82-92 elemental dmg, 48 turret hp, 14s, 53ep
(level 26): 91-103 elemental dmg, 51 turret hp, 15s, 59ep
(level 29): 101-114 elemental dmg, 54 turret hp, 16s, 66ep
(level 32): 111-124 elemental dmg, 56 turret hp, 17s, 72ep
(level 35): 120-135 elemental dmg, 59 turret hp, 18s, 78ep
(level 38): 130-145 elemental dmg, 62 turret hp, 19s, 85ep
(level 41): 140-156 elemental dmg, 65 turret hp, 20s, 91ep
(level 44): 149-167 elemental dmg, 68 turret hp, 21s, 98ep
(level 47): 159-177 elemental dmg, 70 turret hp, 22s, 104ep
(level 50): 169-188 elemental dmg, 73 turret hp, 23s, 110ep
(level 53): 178-198 elemental dmg, 76 turret hp, 24s, 117ep
(level 56): 188-209 elemental dmg, 79 turret hp, 25s, 123ep
(level 59): 198-220 elemental dmg, 82 turret hp, 26s, 130ep

d.07.a.v - repulsor rays (projectile): requires disruptor shock. rapidly


fires lasers as long as button is held.
(level 21): 43-50 energy damage, 50 ep
(level 24): 49-56 energy damage, 57 ep
(level 27): 55-63 energy damage, 64 ep
(level 30): 61-69 energy damage, 71 ep
(level 33): 67-76 energy damage, 78 ep
(level 36): 73-82 energy damage, 86 ep
(level 39): 79-89 energy damage, 93 ep
(level 42): 85-95 energy damage, 100 ep
(level 45): 91-102 energy damage, 107 ep
(level 48): 97-108 energy damage, 115 ep
(level 51): 103-115 energy damage, 122 ep
(level 54): 109-121 energy damage, 129 ep
(level 57): 115-128 energy damage, 136 ep
(level 60): 121-135 energy damage, 144 ep

d.07.a.vi - gamma bolts (projectile): requires auto turret. fires 3 gamma


bolts that pierce enemies and bounce off walls.
(level 28): 66-75 radiation dmg, 2 second bolts, 2 bounces, 72ep
(level 31): 72-82 radiation dmg, 2 second bolts, 2 bounces, 80ep
(level 34): 78-89 radiation dmg, 2 second bolts, 2 bounces, 88ep
(level 37): 85-96 radiation dmg, 2 second bolts, 3 bounces, 96ep
(level 40): 91-103 radiation dmg, 2 second bolts, 3 bounces, 104ep
(level 43): 98-110 radiation dmg, 3 second bolts, 4 bounces, 112ep
(level 46): 104-117 radiation dmg, 3 second bolts, 4 bounces, 120ep
(level 49): 110-124 radiation dmg, 3 second bolts, 4 bounces, 128ep
(level 52): 117-131 radiation dmg, 3 second bolts, 5 bounces, 136ep
(level 55): 123-138 radiation dmg, 3 second bolts, 5 bounces, 144ep
(level 58): 130-146 radiation dmg, 4 second bolts, 6 bounces, 152ep

d.07.a.vii - tractor beam (blast): requires repulsor rays. attaches a


gravity well to target, causing damage and stun, and sucks in nearby
enemies.
(level 28): 43-50 victim dmg, 27-33 surrounding dmg, 84ep
(level 31): 47-54 victim dmg, 31-37 surrounding dmg, 93ep
(level 34): 51-59 victim dmg, 35-42 surrounding dmg, 103ep
(level 37): 55-63 victim dmg, 39-46 surrounding dmg, 112ep
(level 40): 59-68 victim dmg, 43-51 surrounding dmg, 122ep
(level 43): 64-73 victim dmg, 48-56 surrounding dmg, 132ep
(level 46): 68-77 victim dmg, 52-60 surrounding dmg, 141ep
(level 49): 72-82 victim dmg, 56-65 surrounding dmg, 151ep
(level 52): 76-86 victim dmg, 60-69 surrounding dmg, 160ep
(level 55): 80-91 victim dmg, 64-74 surrounding dmg, 170ep
(level 58): 85-96 victim dmg, 69-79 surrounding dmg, 180ep

d.07.a.viii - concussive overload (radial, xtreme): suit overloads, sending


4 shockwaves of different energy types.
(level 15): 27-33 energy, 27-33 elemental,
27-33 radiation, 21-26 emp (robots only)
(level 20): 37-44 energy, 37-44 elemental,
37-44 radiation, 37-43 emp (robots only)
(level 25): 48-56 energy, 48-56 elemental,
48-56 radiation, 53-61 emp (robots only)
(level 30): 59-68 energy, 59-68 elemental,
59-68 radiation, 69-79 emp (robots only)
(level 35): 70-80 energy, 70-80 elemental,
70-80 radiation, 85-96 emp (robots only)
(level 40): 81-92 energy, 81-92 elemental,
81-92 radiation, 101-114 emp (robots only)
(level 45): 92-104 energy, 92-104 elemental,
92-104 radiation, 117-132 emp (robots only)

d.07.a.ix - system override (boost, xtreme): allows iron man to revive


himself.
(level 20): 10% of maximum hp, 180 seconds
(level 25): 26% of maximum hp, 210 seconds
(level 30): 42% of maximum hp, 240 seconds
(level 35): 58% of maximum hp, 270 seconds
(level 40): 75% of maximum hp, 300 seconds

d.07.a.x - energy shield (boost): suit forms energy shield that turns
energy damage taken into hp and increases physical damage.
(level 7): 45% dmg, +21% def, +11% physical dmg, 13s, 88ep
(level 10): 47% dmg, +29% def, +11% physical dmg, 13s, 112ep
(level 13): 50% dmg, +37% def, +12% physical dmg, 13s, 136ep
(level 16): 52% dmg, +45% def, +12% physical dmg, 13s, 161ep
(level 19): 54% dmg, +53% def, +13% physical dmg, 13s, 185ep
(level 22): 57% dmg, +62% def, +13% physical dmg, 13s, 210ep
(level 25): 59% dmg, +70% def, +14% physical dmg, 13s, 234ep
(level 28): 62% dmg, +78% def, +15% physical dmg, 13s, 259ep
(level 31): 64% dmg, +86% def, +15% physical dmg, 13s, 283ep
(level 34): 67% dmg, +95% def, +16% physical dmg, 13s, 308ep
(level 37): 69% dmg, +103% def, +16% physical dmg, 13s, 332ep
(level 40): 72% dmg, +111% def, +17% physical dmg, 13s, 357ep
(level 43): 74% dmg, +119% def, +18% physical dmg, 13s, 381ep
(level 46): 77% dmg, +128% def, +18% physical dmg, 13s, 406ep
(level 49): 79% dmg, +136% def, +19% physical dmg, 13s, 430ep
(level 52): 82% dmg, +144% def, +19% physical dmg, 13s, 455ep
(level 55): 84% dmg, +152% def, +20% physical dmg, 13s, 479ep
(level 58): 87% dmg, +160% def, +21% physical dmg, 13s, 504ep

d.07.a.xi - motion amplifier (boost): requires energy shield. increases


attack speed and melee damage.
(level 14): +75% atk speed, +80% atk, +375% melee dmg, 13s, 22ep
(level 14): +80% atk speed, +88% atk, +397% melee dmg, 15s, 22ep
(level 15): +86% atk speed, +95% atk, +419% melee dmg, 18s, 23ep
(level 16): +90% atk speed, +103% atk, +441% melee dmg, 21s, 24ep
(level 17): +96% atk speed, +110% atk, +462% melee dmg, 24s, 24ep
(level 18): +100% atk speed, +118% atk, +484% melee dmg, 27s, 25ep
(level 19): +105% atk speed, +125% atk, +506% melee dmg, 29s, 26ep
(level 20): +110% atk speed, +133% atk, +527% melee dmg, 32s, 26ep
(level 21): +116% atk speed, +140% atk, +549% melee dmg, 35s, 27ep
(level 22): +121% atk speed, +148% atk, +570% melee dmg, 38s, 28ep
(level 23): +125% atk speed, +155% atk, +592% melee dmg, 41s, 28ep
(level 24): +130% atk speed, +163% atk, +614% melee dmg, 43s, 29ep
(level 25): +135% atk speed, +170% atk, +635% melee dmg, 46s, 30ep
(level 26): +141% atk speed, +178% atk, +657% melee dmg, 49s, 30ep
(level 27): +146% atk speed, +185% atk, +679% melee dmg, 52s, 31ep
(level 28): +150% atk speed, +193% atk, +700% melee dmg, 55s, 32ep

d.07.a.xii - auto medic (passive): provides health regeneration over a


short time period.
(level 1): 1.0% of total health per 7 seconds
(level 2): 1.4% of total health per 7 seconds
(level 3): 1.7% of total health per 7 seconds
(level 4): 2.1% of total health per 7 seconds
(level 5): 2.4% of total health per 7 seconds
(level 6): 2.8% of total health per 7 seconds
(level 7): 3.1% of total health per 7 seconds
(level 8): 3.5% of total health per 7 seconds
(level 9): 3.9% of total health per 7 seconds
(level 10): 4.2% of total health per 7 seconds
(level 11): 4.6% of total health per 7 seconds
(level 12): 4.9% of total health per 7 seconds
(level 13): 5.3% of total health per 7 seconds
(level 14): 5.6% of total health per 7 seconds
(level 15): 6.0% of total health per 7 seconds

d.07.a.xiii - mark viii upgrade (passive): requires mutant master.


increases damage done and chance of criticals, when using energy damage
attacks.
(level 14): +5% energy damage, +1% critical chance
(level 15): +9% energy damage, +2% critical chance
(level 16): +12% energy damage, +2% critical chance
(level 17): +15% energy damage, +3% critical chance
(level 18): +18% energy damage, +3% critical chance
(level 19): +22% energy damage, +4% critical chance
(level 20): +25% energy damage, +4% critical chance
(level 21): +28% energy damage, +5% critical chance
(level 22): +31% energy damage, +6% critical chance
(level 23): +34% energy damage, +6% critical chance
(level 24): +38% energy damage, +7% critical chance
(level 25): +41% energy damage, +7% critical chance
(level 26): +44% energy damage, +8% critical chance
(level 27): +47% energy damage, +8% critical chance
(level 28): +50% energy damage, +9% critical chance

d.07.a.xiv - environmental suit (passive): requires auto medic. resistance


to elemental, mental, energy and radiation damage.
(level 21): 5% resistance
(level 22): 8% resistance
(level 23): 11% resistance
(level 24): 14% resistance
(level 25): 17% resistance
(level 26): 20% resistance
(level 27): 23% resistance
(level 28): 26% resistance
(level 29): 29% resistance
(level 30): 32% resistance
(level 31): 35% resistance
(level 32): 38% resistance
(level 33): 41% resistance
(level 34): 44% resistance
(level 35): 47% resistance

d.07.a.xv - might (ability): increases lifting strength and destruction


level of melee attacks.
(level 1): can lift heavy objects
can damage reinforced walls and objects
(level 5): can lift massive objects
can damage reinforced walls and objects

d.07.a.xvi - flight (ability): allows flying and improves mastery over it.
(level 1): 10 ep/s
(level 2): 8 ep/s
(level 3): 6 ep/s
(level 4): 4 ep/s
(level 5): 3 ep/s

d.07.a.xvii - mutant master (passive): increases ep regeneration rate.


(level 7): +30% ep regeneration
(level 8): +42% ep regeneration
(level 9): +54% ep regeneration
(level 10): +66% ep regeneration
(level 11): +78% ep regeneration
(level 12): +90% ep regeneration
(level 13): +102% ep regeneration
(level 14): +114% ep regeneration
(level 15): +126% ep regeneration
(level 16): +139% ep regeneration
(level 17): +150% ep regeneration
(level 18): +162% ep regeneration
(level 19): +175% ep regeneration
(level 20): +187% ep regeneration
(level 21): +199% ep regeneration

================
d.08: jean grey
================

d.08.a) skills
------------
d.08.a.i - telekinesis (special)

d.08.a.ii - psychic spike (projectile)

d.08.a.iii - psionic boom (radial): requires telekinesis

d.08.a.iv - memory wipe (radial): requires psionic boom

d.08.a.v - dark phoenix (blast)

d.08.a.vi - mental guardian (trap): requires psychic spike

d.08.a.vii - phoenix force (radial, xtreme)

d.08.a.viii - from the ashes (boost, xtreme)

d.08.a.ix - mental vortex (boost)

d.08.a.x - calming presence (boost): requires mental vortex

d.08.a.xi - psychic fury (boost): requires calming presence

d.08.a.xii - psionic combat (passive)

d.08.a.xiii - telekinetic net (passive): requires psionic combat

d.08.a.xiv - mental mastery (passive): requires mutant master

d.08.a.xv - flight (ability): allows flying and improves mastery over it.
(level 1): 10 ep/s
(level 2): 8 ep/s
(level 3): 6 ep/s
(level 4): 4 ep/s
(level 5): 3 ep/s

d.08.a.xvi - mutant master (passive): increases ep regeneration rate.


(level 7): +30% ep regeneration
(level 8): +42% ep regeneration
(level 9): +54% ep regeneration
(level 10): +66% ep regeneration
(level 11): +78% ep regeneration
(level 12): +90% ep regeneration
(level 13): +102% ep regeneration
(level 14): +114% ep regeneration
(level 15): +126% ep regeneration
(level 16): +139% ep regeneration
(level 17): +150% ep regeneration
(level 18): +162% ep regeneration
(level 19): +175% ep regeneration
(level 20): +187% ep regeneration
(level 21): +199% ep regeneration

=================
d.09: juggernaut
=================

d.09.a) skills
--------------
d.09.a.i - thunder punch (melee)

d.09.a.ii - brutal blitz (melee)

d.09.a.iii - arcane fist (radial): requires brutal blitz.

d.09.a.iv - bullrush (charge): requires block.

d.09.a.v - widowmaker (melee): requires thunder punch.

d.09.a.vi - crimson rage (melee): requires cyttorak shield.

d.09.a.vii - crimson devastation (radial, xtreme)

d.09.a.viii - path of destruction (boost, xtreme)

d.09.a.ix - cyttorak shield (boost)

d.09.a.x - cyttorak transfer (boost): requires cyttorak shield.

d.09.a.xi - block (ability)

d.09.a.xii - precision (passive)

d.09.a.xiii - cyttorak's folly (passive): requires critical strike

d.09.a.xiv - critical strike (passive)

d.09.a.xv - might (ability)

==============
d.10: magneto
==============

d.10.a) skills
--------------
d.10.a.i - levitation (special)

d.10.a.ii - magnetic shell (beam)

d.10.a.iii - metal spikes (projectile): requires levitation

d.10.a.iv - shrapnel sentry (trap): requires magnetic shell

d.10.a.v - magnetic grasp (radial): requires metal spikes

d.10.a.vi - magnetic blast (blast): requires shrapnel sentry


d.10.a.vii - death trap (debuff): requires magnetic grasp

d.10.a.viii - metallic mayhem (radial, xtreme)

d.10.a.ix - metal minion (special, xtreme)

d.10.a.x - polarized shield (boost)

d.10.a.xi - supremacy (boost): requires polarized shield

d.10.a.xii - magnetic deflection (passive): requires mutant master

d.10.a.xiii - intimidation (passive): requires leadership

d.10.a.xiv - leadership (passive)

d.10.a.xv - flight (ability): allows flying and improves mastery over it.
(level 1): 10 ep/s
(level 2): 8 ep/s
(level 3): 6 ep/s
(level 4): 4 ep/s
(level 5): 3 ep/s

d.10.a.xvi - mutant master (passive): increases ep regeneration rate.


(level 7): +30% ep regeneration
(level 8): +42% ep regeneration
(level 9): +54% ep regeneration
(level 10): +66% ep regeneration
(level 11): +78% ep regeneration
(level 12): +90% ep regeneration
(level 13): +102% ep regeneration
(level 14): +114% ep regeneration
(level 15): +126% ep regeneration
(level 16): +139% ep regeneration
(level 17): +150% ep regeneration
(level 18): +162% ep regeneration
(level 19): +175% ep regeneration
(level 20): +187% ep regeneration
(level 21): +199% ep regeneration

===================
d.11: nightcrawler
===================

d.11.a) skills
--------------
d.11.a.i - divine blades (melee)

d.11.a.ii - teleport (special)

d.11.a.iii - teleport attack (melee): requires teleport

d.11.a.iv - piercing strike (melee): requires block

d.11.a.v - teleport frenzy (melee): requires teleport


d.11.a.vi - sword whirlwind (melee): requires piercing strike

d.11.a.vii - master of chaos (charge, xtreme)

d.11.a.viii - disappearing act (boost, xtreme)

d.11.a.ix - worship (boost)

d.11.a.x - shadow master (boost)

d.11.a.xi - block (ability)

d.11.a.xii - sword mastery (passive)

d.11.a.xiii - teleport mastery (passive)

d.11.a.xiv - uncanny reflexes (passive)

d.11.a.xv - leap of faith (passive)

d.11.a.xvi - critical strike (passive)

==================
d.12: professor x
==================

to use prof x, you must collect all the danger room discs and beat all the
danger room scenarios.

d.12.a) skills
--------------
d.12.a.i - cleave (melee): swing a massive sword causing damage, and a
chance for a deadly strike (1/3 instant hp loss)
(level 1): 88-147 physical damage, 16% chance, 12 ep
(level 4): 96-160 physical damage, 16% chance, 18 ep
(level 7): 103-173 physical damage, 17% chance, 24 ep
(level 10): 111-186 physical damage, 18% chance, 30 ep
(level 13): 118-198 physical damage, 19% chance, 36 ep
(level 16): 126-211 physical damage, 19% chance, 42 ep
(level 19): 133-224 physical damage, 20% chance, 48 ep
(level 22): 141-236 physical damage, 21% chance, 54 ep
(level 25): 149-249 physical damage, 21% chance, 60 ep
(level 28): 156-262 physical damage, 22% chance, 66 ep
(level 31): 164-275 physical damage, 23% chance, 72 ep
(level 34): 171-287 physical damage, 24% chance, 78 ep
(level 37): 179-300 physical damage, 24% chance, 84 ep
(level 40): 186-313 physical damage, 25% chance, 90 ep
(level 43): 194-325 physical damage, 26% chance, 96 ep
(level 46): 201-338 physical damage, 27% chance, 102 ep
(level 49): 209-351 physical damage, 27% chance, 108 ep
(level 52): 217-364 physical damage, 28% chance, 114 ep
(level 55): 224-376 physical damage, 29% chance, 120 ep
(level 58): 232-389 physical damage, 30% chance, 126 ep

d.12.a.ii - crushing ego (blast): radial burst of mental energy that holds
enemies four seconds, causing bleed damage during that time
(level 7): 11-15 mental dmg, 3-5 bleed dmg, 28 ep
(level 10): 15-19 mental dmg, 4-7 bleed dmg, 36 ep
(level 13): 19-23 mental dmg, 6-9 bleed dmg, 44 ep
(level 16): 23-28 mental dmg, 8-11 bleed dmg, 52 ep
(level 19): 27-32 mental dmg, 10-13 bleed dmg, 60 ep
(level 22): 31-36 mental dmg, 12-15 bleed dmg, 68 ep
(level 25): 35-41 mental dmg, 13-17 bleed dmg, 76 ep
(level 28): 39-45 mental dmg, 15-19 bleed dmg, 84 ep
(level 31): 43-49 mental dmg, 17-21 bleed dmg, 92 ep
(level 34): 47-54 mental dmg, 19-23 bleed dmg, 100 ep
(level 37): 51-58 mental dmg, 21-25 bleed dmg, 108 ep
(level 40): 55-62 mental dmg, 23-27 bleed dmg, 116 ep
(level 43): 59-67 mental dmg, 24-29 bleed dmg, 124 ep
(level 46): 63-71 mental dmg, 26-31 bleed dmg, 132 ep
(level 49): 67-75 mental dmg, 28-33 bleed dmg, 140 ep
(level 52): 71-80 mental dmg, 30-35 bleed dmg, 148 ep
(level 55): 75-84 mental dmg, 32-37 bleed dmg, 156 ep
(level 58): 79-89 mental dmg, 34-40 bleed dmg, 164 ep

d.12.a.iii - psychic storm (special): press and hold power. lightning


chains from professor x's body to nearby enemies (energy damage).
(level 21): 30-36 dmg primary, 17-22 dmg chain, 60 ep/sec
(level 24): 34-40 dmg primary, 20-25 dmg chain, 68 ep/sec
(level 27): 38-44 dmg primary, 24-29 dmg chain, 76 ep/sec
(level 30): 42-49 dmg primary, 27-33 dmg chain, 85 ep/sec
(level 33): 46-53 dmg primary, 31-37 dmg chain, 93 ep/sec
(level 36): 50-57 dmg primary, 34-41 dmg chain, 102 ep/sec
(level 39): 54-62 dmg primary, 38-45 dmg chain, 110 ep/sec
(level 42): 58-66 dmg primary, 41-48 dmg chain, 119 ep/sec
(level 45): 62-71 dmg primary, 45-52 dmg chain, 127 ep/sec
(level 48): 66-75 dmg primary, 48-56 dmg chain, 136 ep/sec
(level 51): 70-79 dmg primary, 52-60 dmg chain, 144 ep/sec
(level 54): 74-84 dmg primary, 55-64 dmg chain, 153 ep/sec
(level 57): 78-88 dmg primary, 59-68 dmg chain, 161 ep/sec
(level 60): 82-93 dmg primary, 63-72 dmg chain, 170 ep/sec

d.12.a.iv - psychic shock (special, xtreme): resurrects nearby fallen


allies and enemies. resurrected enemies become allies for a time, then
expire.
(level 15): 15% of hp restored, 13 seconds for enemies
(level 20): 25% of hp restored, 16 seconds for enemies
(level 25): 35% of hp restored, 19 seconds for enemies
(level 30): 45% of hp restored, 23 seconds for enemies
(level 35): 55% of hp restored, 26 seconds for enemies
(level 40): 65% of hp restored, 29 seconds for enemies
(level 45): 75% of hp restored, 33 seconds for enemies

d.12.a.v - telepathic link (boost): links to the minds of all teammates,


increasing atk and damage
(level 14): +5% damage all attacks, +21% atk, 13 seconds, 132 ep
(level 17): +7% damage all attacks, +30% atk, 15 seconds, 157 ep
(level 20): +9% damage all attacks, +39% atk, 18 seconds, 183 ep
(level 23): +11% damage all attacks, +49% atk, 21 seconds, 208 ep
(level 26): +13% damage all attacks, +58% atk, 24 seconds, 234 ep
(level 29): +15% damage all attacks, +67% atk, 27 seconds, 260 ep
(level 32): +17% damage all attacks, +76% atk, 29 seconds, 285 ep
(level 35): +19% damage all attacks, +86% atk, 32 seconds, 311 ep
(level 38): +20% damage all attacks, +95% atk, 35 seconds, 336 ep
(level 41): +22% damage all attacks, +104% atk, 38 seconds, 362 ep
(level 44): +24% damage all attacks, +114% atk, 41 seconds, 388 ep
(level 47): +26% damage all attacks, +123% atk, 43 seconds, 413 ep
(level 50): +28% damage all attacks, +132% atk, 46 seconds, 439 ep
(level 53): +30% damage all attacks, +142% atk, 49 seconds, 464 ep
(level 56): +32% damage all attacks, +151% atk, 52 seconds, 490 ep
(level 59): +34% damage all attacks, +160% atk, 55 seconds, 516 ep

d.12.a.vi - reveal intent (passive): increases professor x's mental


insight, increasing his def
(level 14): +15% def
(level 15): +23% def
(level 16): +30% def
(level 18): +37% def
(level 19): +45% def
(level 20): +52% def
(level 22): +59% def
(level 23): +67% def
(level 26): +81% def
(level 27): +88% def
(level 28): +96% def
(level 30): +103% def
(level 31): +110% def
(level 33): +118% def

d.12.a.vii - clairvoyance (passive): increase movement speed and reduce


damage taken
(level 21): +9% movement speed, -5% damage taken
(level 22): +12% movement speed, -6% damage taken
(level 23): +14% movement speed, -7% damage taken
(level 25): +18% movement speed, -9% damage taken
(level 26): +21% movement speed, -10% damage taken
(level 27): +24% movement speed, -11% damage taken
(level 29): +26% movement speed, -13% damage taken
(level 30): +29% movement speed, -14% damage taken
(level 31): +33% movement speed, -15% damage taken
(level 33): +36% movement speed, -17% damage taken
(level 34): +38% movement speed, -18% damage taken
(level 35): +41% movement speed, -19% damage taken
(level 37): +45% movement speed, -48% damage taken
(level 38): +48% movement speed, -22% damage taken
(level 40): +50% movement speed, -24% damage taken

d.12.a.viii - leadership (passive): increases combo xp bonus to any combo


done while on team, and increases chance for critical strike for whole team
(level 1): +2% critical strike, +9% combo xp
(level 2): +2% critical strike, +14% combo xp
(level 3): +3% critical strike, +21% combo xp
(level 4): +3% critical strike, +26% combo xp
(level 5): +4% critical strike, +33% combo xp
(level 6): +4% critical strike, +38% combo xp
(level 7): +5% critical strike, +45% combo xp
(level 8): +5% critical strike, +50% combo xp
(level 9): +6% critical strike, +56% combo xp
(level 10): +6% critical strike, +63% combo xp
(level 11): +7% critical strike, +68% combo xp
(level 12): +7% critical strike, +75% combo xp
(level 13): +8% critical strike, +80% combo xp
(level 14): +8% critical strike, +87% combo xp
(level 15): +9% critical strike, +92% combo xp

d.12.a.ix - mutant master (passive): increases ep regeneration rate.


(level 7): +30% ep regeneration
(level 8): +42% ep regeneration
(level 9): +54% ep regeneration
(level 10): +66% ep regeneration
(level 11): +78% ep regeneration
(level 12): +90% ep regeneration
(level 13): +102% ep regeneration
(level 14): +114% ep regeneration
(level 15): +126% ep regeneration
(level 16): +139% ep regeneration
(level 17): +150% ep regeneration
(level 18): +162% ep regeneration
(level 19): +175% ep regeneration
(level 20): +187% ep regeneration
(level 21): +199% ep regeneration

===========
d.13: pyro
===========

pyro is available only in the pc version of xml2. he does not need to be


unlocked.

d.13.a) skills
--------------
d.13.a.i - burn (blast)

d.13.a.ii - breath of fire (special)

d.13.a.iii - fiery charge (projectile): requires burn

d.13.a.iv - flaming pillar (radial): requires breath of fire

d.13.a.v - fire bats (projectile): requires fiery charge

d.13.a.vi - fire blade (melee): requires breath of fire

d.13.a.vii - fire blast (projectile): requires fire bats

d.13.a.viii - wildfire (radial, xtreme)

d.13.a.ix - fire it up (boost, xtreme)

d.13.a.x - torch fury (boost)

d.13.a.xi - flame shield (boost): requires torch fury

d.13.a.xii - flame mastery (passive)

d.13.a.xiii - elemental combat (passive)

d.13.a.xiv - scorch (passive)

d.13.a.xv - mutant master (passive): increases ep regeneration rate.


(level 7): +30% ep regeneration
(level 8): +42% ep regeneration
(level 9): +54% ep regeneration
(level 10): +66% ep regeneration
(level 11): +78% ep regeneration
(level 12): +90% ep regeneration
(level 13): +102% ep regeneration
(level 14): +114% ep regeneration
(level 15): +126% ep regeneration
(level 16): +139% ep regeneration
(level 17): +150% ep regeneration
(level 18): +162% ep regeneration
(level 19): +175% ep regeneration
(level 20): +187% ep regeneration
(level 21): +199% ep regeneration

============
d.14: rogue
============

d.14.a) skills
--------------
d.14.a.i - smash (melee)

d.14.a.ii - bedazzle (debuff)

d.14.a.iii - power theft (special): requires smash.

d.14.a.iv - energy overflow (radial): requires power theft.

d.14.a.v - torpedo strike (charge)

d.14.a.vi - tremor (melee): requires torpedo strike

d.14.a.vii - manic slam (charge, xtreme)

d.14.a.viii - reflective aura (boost, xtreme)

d.14.a.ix - heal (boost): requires bedazzle

d.14.a.x - southern shout (boost): requires heal

d.14.a.xi - block (ability)

d.14.a.xii - hardened (passive)

d.14.a.xiii - prism shield (passive)

d.14.a.xiv - critical strike (passive)

d.14.a.xv - might (ability)

d.14.a.xvi - flight (ability): allows flying and improves mastery over it.
(level 1): 10 ep/s
(level 2): 8 ep/s
(level 3): 6 ep/s
(level 4): 4 ep/s
(level 5): 3 ep/s

=================
d.15: sabretooth
=================

sabretooth is available only in the pc version of xml2. he does not need to


be unlocked.

d.15.a) skills
--------------

d.15.a.i - talon slice (melee)

d.15.a.ii - talon slash (melee): requires talon slice

d.15.a.iii - bleeding talons (melee): requires talon slice

d.15.a.iv - talon rage (melee): requires talon slash

d.15.a.v - deadly lunge (charge): requires bleeding talons

d.15.a.vi - talon fury (melee): requires talon rage

d.15.a.vii - slash and bash (radial, xtreme)

d.15.a.viii - regeneration overdrive (boost, xtreme)

d.15.a.ix - feral rampage (boost)

d.15.a.x - roar (debuff): requires feral rampage

d.15.a.xi - block (ability)

d.15.a.xii - talon mastery (passive)

d.15.a.xiii - enhanced senses (passive)

d.15.a.xiv - strong willed (passive)

d.15.a.xv - regeneration (passive)

d.15.a.xvi - might (ability)

====================
d.16: scarlet witch
====================

d.16.a) skills
--------------
d.16.a.i - misfortune (boost): requires reality shift

d.16.a.ii - hex bolt (projectile)

d.16.a.iii - combustion (radial)


d.16.a.iv - reality shift (special): requires combustion

d.16.a.v - hex locked (projectile): requires hex bolt

d.16.a.vi - hex explosion (projectile): requires hex locked

d.16.a.vii - anarchy assault (radial, xtreme)

d.16.a.viii - revitalize (boost, xtreme)

d.16.a.ix - probability syphon (boost)

d.16.a.x - amplify luck (boost): requires probability syphon

d.16.a.xi - heal (boost): requires amplify luck

d.16.a.xii - scarlet's touch (passive)

d.16.a.xiii - deflect missiles (passive): requires scarlet's touch

d.16.a.xiv - hex mastery (passive): requires mutant master

d.16.a.xv - mutant master (passive): increases ep regeneration rate.


(level 7): +30% ep regeneration
(level 8): +42% ep regeneration
(level 9): +54% ep regeneration
(level 10): +66% ep regeneration
(level 11): +78% ep regeneration
(level 12): +90% ep regeneration
(level 13): +102% ep regeneration
(level 14): +114% ep regeneration
(level 15): +126% ep regeneration
(level 16): +139% ep regeneration
(level 17): +150% ep regeneration
(level 18): +162% ep regeneration
(level 19): +175% ep regeneration
(level 20): +187% ep regeneration
(level 21): +199% ep regeneration

============
d.17: storm
============

d.17.a) skills
--------------
d.17.a.i - lightning strike (blast)

d.17.a.ii - funnels (trap)

d.17.a.iii - blizzard (debuff): requires funnels

d.17.a.iv - electric shock (radial): requires lightning strike

d.17.a.v - whirlwind (trap): requires blizzard

d.17.a.vi - chain lightning (blast): requires lightning strike


d.17.a.vii - static charge (debuff): requires whirlwind

d.17.a.viii - raging tempest (radial, xtreme)

d.17.a.ix - will of the goddess (boost, xtreme)

d.17.a.x - whirlwind armor (boost)

d.17.a.xi - storm shield (boost): requires whirlwind armor

d.17.a.xii - elemental combat (passive)

d.17.a.xiii - wind mastery (passive): requires mutant master

d.17.a.xiv - lightning mastery (passive): requires mutant master

d.17.a.xv - flight (ability): allows flying and improves mastery over it.
(level 1): 10 ep/s
(level 2): 8 ep/s
(level 3): 6 ep/s
(level 4): 4 ep/s
(level 5): 3 ep/s

d.17.a.xvi - mutant master (passive): increases ep regeneration rate.


(level 7): +30% ep regeneration
(level 8): +42% ep regeneration
(level 9): +54% ep regeneration
(level 10): +66% ep regeneration
(level 11): +78% ep regeneration
(level 12): +90% ep regeneration
(level 13): +102% ep regeneration
(level 14): +114% ep regeneration
(level 15): +126% ep regeneration
(level 16): +139% ep regeneration
(level 17): +150% ep regeneration
(level 18): +162% ep regeneration
(level 19): +175% ep regeneration
(level 20): +187% ep regeneration
(level 21): +199% ep regeneration

==============
d.18: sunfire
==============

d.18.a) skills
--------------
d.18.a.i - ignite (blast)

d.18.a.ii - flamethrower (special)

d.18.a.iii - atomic charge (projectile): requires ignite

d.18.a.iv - fiery geyser (radial): requires flamethrower

d.18.a.v - blazing barrage (projectile): requires atomic charge

d.18.a.vi - flame sword (melee): requires flamethrower


d.18.a.vii - inferno (projectile): requires blazing barrage

d.18.a.viii - super nova (radial, xtreme)

d.18.a.ix - rising sun (boost, xtreme)

d.18.a.x - flaming fury (boost)

d.18.a.xi - ion shield (boost): requires flaming fury

d.18.a.xii - fire mastery (passive)

d.18.a.xiii - elemental combat (passive)

d.18.a.xiv - ionize (passive)

d.18.a.xv - flight (ability): allows flying and improves mastery over it.
(level 1): 10 ep/s
(level 2): 8 ep/s
(level 3): 6 ep/s
(level 4): 4 ep/s
(level 5): 3 ep/s

d.18.a.xvi - mutant master (passive): increases ep regeneration rate.


(level 7): +30% ep regeneration
(level 8): +42% ep regeneration
(level 9): +54% ep regeneration
(level 10): +66% ep regeneration
(level 11): +78% ep regeneration
(level 12): +90% ep regeneration
(level 13): +102% ep regeneration
(level 14): +114% ep regeneration
(level 15): +126% ep regeneration
(level 16): +139% ep regeneration
(level 17): +150% ep regeneration
(level 18): +162% ep regeneration
(level 19): +175% ep regeneration
(level 20): +187% ep regeneration
(level 21): +199% ep regeneration

===========
d.19: toad
===========

d.19.a) skills
--------------
d.19.a.i - hammer kick (melee)

d.19.a.ii - tongue strike (melee)

d.19.a.iii - mucous spit (projectile)

d.19.a.iv - tongue lash (melee): requires hammer kick

d.19.a.v - noxious spew (projectile): requires mucous spit


d.19.a.vi - leap attack (charge): requires tongue lash

d.19.a.vii - tongue whip (radial, xtreme)

d.19.a.viii - plunder (boost, xtreme)

d.19.a.ix - secretion (boost)

d.19.a.x - taunt (debuff): requires secretion

d.19.a.xi - block (ability)

d.19.a.xii - spit mastery (passive): requires mutant master

d.19.a.xiii - tongue mastery (passive): requires critical strike

d.19.a.xiv - critical strike (passive)

d.19.a.xv - mutant master (passive)


(level 7): +30% ep regeneration
(level 8): +42% ep regeneration
(level 9): +54% ep regeneration
(level 10): +66% ep regeneration
(level 11): +78% ep regeneration
(level 12): +90% ep regeneration
(level 13): +102% ep regeneration
(level 14): +114% ep regeneration
(level 15): +126% ep regeneration
(level 16): +139% ep regeneration
(level 17): +150% ep regeneration
(level 18): +162% ep regeneration
(level 19): +175% ep regeneration
(level 20): +187% ep regeneration
(level 21): +199% ep regeneration

================
d.20: wolverine
================

d.20.a) skills
--------------
d.20.b) feral slash (melee)

d.20.c) claw flurry (melee): requires feral slash

d.20.c.i - bloodlust (melee): requires feral slash

d.20.c.ii - eviscerate (melee): requires claw flurry

d.20.c.iii - lethal lunge (charge): requires bloodlust

d.20.c.iv - claw frenzy (melee): requires eviscerate

d.20.c.v - berserker fury (radial, xtreme)

d.20.c.vi - rude awakening (boost, xtreme)


d.20.c.vii - berserker rage (boost)

d.20.c.viii - scream (debuff): requires berserker rage

d.20.c.ix - block (ability)

d.20.c.x - claw master (passive)

d.20.c.xi - enhances senses (passive)

d.20.c.xii - strong willed (passive)

d.20.c.xiii - regeneration (passive)

d.20.c.xiv - might (ability)

==================
d.21: bonus teams
==================

certain combinations of four characters provide a team bonus. if more than


four characters are listed below, you may have any four on your team to
earn the bonus:

age of apocalypse: +100% atk rating


- any 4 heroes with age of apocalypse skins

agile warriors: +5% xp


- nightcrawler, sunfire, toad, deadpool

brotherhood of evil: +5% xp


- juggernaut, magneto, toad, scarlet witch

bruiser brigade: 20 ep gain per knockout


- juggernaut, colossus, wolverine, rogue

dark past: 5% damage inflicted goes to hp


- rogue, gambit, deadpool, wolverine

double date: 20 hp gained per knockout


- rogue, gambit, jean grey, cyclops

energy corps: +5% damage


- gambit, bishop, cyclops, iron man

family affair: +5 hp regeneration


- magneto, scarlet witch, juggernaut, prof x

femme fatale: 5% damage inflicted goes to hp


- storm, scarlet witch, rogue, jean grey

forces of nature: +10 to all resists


- storm, iceman, sunfire, magneto

heavy metal: +10 to all stats


- colossus, juggernaut, iron man, magneto
new avengers: +15% max hp
- iron man, scarlet witch, wolverine, bishop

new x-men: +15% max hp


- nightcrawler, storm, colossus, wolverine, sunfire, bishop

old school: +15% max ep


- cyclops, jean grey, iceman, magneto, toad, prof x

raven knights: +60% tech bit drops


- iceman, prof x, iron man, deadpool

special ops: +5% damage


- bishop, deadpool, nightcrawler, gambit

so, what are the best teams? forces of nature is a good team; you get two
fliers, two bridge builders and the leadership bonus. the only thing you
don't get is a good tank, which can hurt in the early game. you also don't
get a hugely useful team bonus.

you can mix-and-match either new x-men or old school for a varied team. the
downside to new x-men is the lack of a brotherhood mutant while old school,
again, lacks a decent tank. femme fatale has good variety and a
regenerating team bonus--always nice. plus, you get a nice mix of damage
types, a tank, two fliers and a bridge builder.

the age of apocalypse is good for a melee-heavy party, but the bonus won't
help much if you are using lots of ranged attacks. brotherhood of evil
gives a nice selection of mutants and faster leveling, but no x-men.

most of the rest are too heavy in one area (e.g. bruiser brigade is all
tanks) or not available until you've beat the game once. once you have
unlocked the three bonus characters, new avengers, heavy metal and special
ops look attractive.

================
d.22: categories
================

throughout this guide, references will be made to heroes by their


abilities; for example, fliers refers to all characters with the flight
skill. here are the categories used in this guide and the heroes that fit
into that category:

d.22.a) leader
--------------
characters with the leadership skill: cyclops, magneto and professor x

d.22.b) flier
-------------
characters with the flight skill: iron man, jean grey, magneto, rogue,
storm and sunfire

d.22.c) bridge builder


----------------------
characters that can build bridges at marked places on the map: iceman, jean
grey and magneto
d.22.d) tank
------------
characters with lots of melee skills, the might skill and typically high
body and strike scores: colossus, iron man, juggernaut, rogue, sabretooth
and wolverine

d.22.e) ranged
--------------
characters that have good beam or projectile powers: bishop, cyclops,
iceman, iron man, jean grey, pyro, scarlet witch, storm and sunfire

d.22.f) teleporter
------------------
character that can teleport: deadpool and nightcrawler

d.22.g) x-man
-------------
characters who are part of the x-men: bishop, colossus, cyclops, gambit,
iceman, iron man*, jean grey, nightcrawler, professor x, rogue, storm,
sunfire and wolverine. (*iron man is actually an avenger, but, for the
purposes of this game, he's part of the x-men.)

d.22.h) brotherhood
-------------------
characters who are part of the brotherhood of evil mutants: deadpool,
juggernaut, magneto, pyro, sabretooth, scarlet witch and toad.

/
\ /--men legends ii-----------------------------------------------------
\/
/\---section e. enemies--------------------------------------------------
/ \
/

e.01: abyss

e.02: apocalypse

e.03: archangel

e.04: bastion

e.05: deadpool

e.06: grizzly

e.07: holocaust

e.08: lady deathstrike

e.09: living monolith

e.10: mikhail

e.11: mr. sinister


e.12: omega red

e.13: sauron

e.14: stryfe

e.15: sugarman

e.16: zealot

/
\ /--men legends ii-----------------------------------------------------
\/
/\---section f. item lists-----------------------------------------------
/ \
/

=======================
f.01: danger room discs
=======================

discs listed here are only those that are found during the course of
gameplay. discs that automatically show up in the danger room computer and
discs that have to be purchased from beast or forge are not listed here.
you'll find all the courses listed, along with the availability of the
discs, in section g.

* setting 102 - throwing: cerci caverns, third room

* moves 103 - triple hit: one of the queen chambers in the queens lair

* moves 104 - throw: same disc as 103

* qualifying exam 100: one of the "north" prisons in the northern plaza

* challenge - cyclops: jungle canal, right fork in path soon after


entering area

* assault 203: nuwali shrine, room "southwest" of the water-filled altar


room

* challenge - gambit: elemental tomb, water room

* defend 204: nuwali gateway, when you enter from the nuwali corridors,
go straight across the hall and break through the wall on the left
for the disc

* qualifying exam 200: beyonders sanctum, when you enter, the disc
is behind a large stone in an alcove to your left

* challenge - iceman: core interior, after putting forge's


transceiver in a security console, turn left down the hall and first
room on your right

* assault 303: core security, from the entrance, go right to the third
room on the left and into the back room
* challenge - phoenix: infinite engineering, from power distribution
console, follow hall back towards exit, going straight through door
to get the disc from a balcony

* challenge - sunfire: assembly factory, cryogenic chamber inside


one of the pods

* destroy 304: madri antechamber, first room after entrance

* challenge - scarlet witch: madri cloisters, in the room where you make an
offering to open the artifact of rage room

* qualifying exam 300: meditation chamber, in an alcove on the opposite


side of the area from the entrance

* challenge - toad: perimeter platforms, second gun platform

* challenge - rogue: perimeter platforms, third radar array platform

* challenge - colossus: sewers south, in the first very large room, in the
left corner opposite the entrance

* challenge - nightcrawler: new york south side, left of the xtraction


point, at the end of the street

* survival 404: new york west side, straight ahead from the exit to new
york south side, on the left side of the street

* defend 503: holding pens, destroy the generator and keep going straight
and around the corner to find this disc behind some fencing

* teamwork 403: stockade, in large room leading to brain trust, in a side


alcove

* challenge - juggernaut: brain trust, in the room next to the psychic


demon spawn room

===================
f.02: tech stations
===================

tech stations upgrade stats. there are 30 scattered throughout the game.

* dead zone: +2 strike, first burned-out airship

* desolate mesa: +2 focus, down left from radar array

* cerci burrows: +2 speed, third room with drones

* larvae chambers: +10 health, in room with second egg cluster

* genosha seawall: +10 focus, central rooms just past dirigible

* grand hall: +2 body, to right of entrance, destroy generator to get


through force field
* jungle ruins: +20 health, between the atmospheric generators

* jungle pass: +4 speed, in a ruined temple beyond the laser-bomb


guarded cave with the weapon cache

* nuwali shrine: +4 body, right-hand path from entrance, have


to push columns out of the way

* nuwali corridors: +20 energy, first main room

* elemental tomb: +4 strike, between earth and water rooms

* beyonders sanctum: +4 focus, 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

* core interior: +6 speed, in a room with a blue reactor coil, send a


teleporter through the wall over the coil or have a flier knock the
wall down (using attack)

* infinite engineering: +6 strike, from the large room with tow pits,
take the left-hand path and go to the end

* fusion core: +30 health, at first intersection, go left and it's in


in the second room, just beyond scarlet witch's comic

* genetic processing: +30 energy, in the dna processor (big rollers)


after you wreck it

* madri antechamber: +6 body, after meeting emma frost,


keep going straight and it's the room at the end of the hall

* madri cloisters: +6 focus, when you destroy the psionic


altar, use the offering altars in the corners of the room to open a
room a little way back down the hall

* new york west side: +8 speed, on an upper floor of a bombed-out building


near the sewers west exit, you can fly up or climb the pile of rubble
nearby

* stockade: +8 body, near the exit to the holding pens is a gated room, use
magneto or jean grey to flip the switch inside the room and collect the
tech station; you can also get into this room from the other side once
you've fought your way around, just activate the console to lower the
force field

* new york north side: +40 energy, from the exit to west side, go straight
across and a little left

====================
f.03: homing beacons
====================

there are six homing beacons in each act; however, you only need four. once
you've collected four, the remaining two are replaced with xp bonuses. when
you have four, a secret blink portal opens in your home base. go through
the portal and defeat the enemies. in acts 1 through 4, you collect a piece
of iron man's armor. in act 5, you rescue iron man and can then add him to
your team.

f.03.a) act 1
-------------
the bonus for extra beacons in act 1 is 5,000 xp.

* dead zone: just past entrance to cerci caverns

* cerci caverns: side ledge to left of long bridge, requires flier or


bridge builder

* cerci burrows: near the entrance to the larvae chambers

* genosha seawall: just past dirigible room, need brotherhood mutant to


open door to the right

* southern habitats: in unmapped hallway off hydroponics lab

* northern plaza: in mr. sinister's experiment room

f.03.b) act 2
-------------
the bonus for extra beacons in act 2 is 15,000 xp.

* jungle canal: second cave you travel through

* jungle ruins: on the main path next to a weapon cache

* jungle pass: take the right fork from the main path, then the left-hand
cave entrance and get the homing beacon in the cave

* nuwali shrine: from the main entrance, go right and follow the path
around, through some columns that need to pushed out of the way and
past a tech station, then take the left-path when you reach a t and
in the next room the beacon is on the floor near some broken stones

* elemental tomb: in an alcove of the room of fire

* nuwali gateway: 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

f.03.c) act 3
-------------
the bonus for extra beacons in act 3 is 25,000 xp.

* core interior: small room just left of the entrance

* core reactor: in the central hall, on a ledge past a nuclear waste pit,
use a flier or teleporter to pick it up

* genetic processing: left at the first intersection past the dna


processor, on one of the side catwalks
* assembly factory: on top of some crates in a long, rectangular room on
your way to the cryogenic substation

* madri antechamber: beside a column near the entrance

* divine sanctuary: from the large room with all the side rooms, head back
toward the entrance into a room with a weapon cache, keep going into the
next room and fly up to the beacon

f.03.d) act 4
-------------
the bonus for extra beacons in act 4 is 35,000 xp.

* perimeter platforms: third gun platform

* sewers south: behind a fan near the entrance from x-mansion, take storm
through the sewers to get behind the fan, and she can fly over the pit
and destroy the fan generator with lightning, then you can pick up the
beacon (you can also build a bridge over the pit, but as storm seems to
be the only character that can drain the generator, the bridge is moot)

* new york south side: immediately after coming out of sewers south, on
the roof of the building to your right, you can fly up or work your way
around on the street until you can climb a wrecked train car

* holding pens: go left from the exit to sewers west and work your way
around behind the double force fields to find the console that turns
them off and you can collect the beacon

* sewers north: after coming in from new york north side, you'll pass
through a waterway, in the room beyond that has a campfire in the middle,
look in one corner for a door that cannot be opened; teleport through
or use magneto or jean to throw a switch on the inside of the room to
get through and collect the beacon

================
f.04: 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

f.04.a) act 1
-------------
* barren cliffs: under brush in area right before first grizzly meeting

* queens lair: central platform in one of the queen's chambers, need


flier or bridge builder

* northern plaza: under one of the first stairways


* grand hall: out in the open on the ground level

f.04.b) act 2
-------------
* jungle canal: first cave you travel through

* nuwali corridors: in a hidden room in the corridor on the way to the


octagonal platform, break down the wall to find a weapon cache and
break the wall next to it to get the disc

* nuwali gateway : in the large cavern with bridges and islands, from
the exit to the nuwali shrine, go to the right-most side of the room
and use a flier to search along the wall, you should be able to see
it over the top of the wall, break down the wall to get it

* beyonders sanctum: from the xtraction point, go to the opposite


corner of the room and look behind the stairs

f.04.c) act 3
-------------
* core interior: from entrance go right and disc is near x-shaped pit

* factory entrance: near exit to genetic processing

* divine sanctuary: in one of the two side rooms with a large pit, fly over
the pit to a ledge

* madri conclave: at the first t-intersection, go right and clear the rooms
and you should find the disc in a corner alcove

f.04.d) act 4
-------------
* sewers west: in a room near the exit to the holding pens, shut
off the water using the switch in the room across the hall, then send a
flier down to get the disc

* stockade: after switching hallways to get around a force


field, keep to the right and get it from behind another force field

* new york north side: from the west side exit head right and then turn
left and look on the left side of the street in a small alcove

===================
f.05: weapon caches
===================

* barren cliffs: after first meeting with grizzly, go left and build two
bridges to reach cache

* grand hall: near a fallen pillar opposite the xtraction point

* jungle ruins: on the main path

* jungle pass: in a laser-bomb filled cave just before the xtraction point
* nuwali corridors: in a hidden room in the corridor on the
way to the octagonal platform, break down the wall

* elemental tomb: room of air

* beyonders sanctum: omega red's room

* core interior: at the opposite end of the hall from the exit to
core security

* core security: from the entrance, take the left-side hall to the second
room on the left and break through the back wall

* core control: in room where you fight sugarman

* infinite engineering: room beside power distribution console room

* fusion core: in a room with a large pit, just before the room with the
fusion core

* assembly factory: room where you destroy the cryogenic substation

* madri cloisters: when you destroy the psionic altar, use the offering
altars in the corners of the room to open a room a little way back down
the hall

* divine sanctuary: in the large room with all the side rooms, turn back
toward the entrance and enter a small room

* madri conclave: in the downstairs shortcut between the artifact and the
main entrance

* perimeter platforms: second gun platform

* perimeter platforms: second radar array platform

* sewers south: in the hall right before the exit to new york south side

* new york west side: straight ahead from the south side exit, along the
right side of the street

* sewers west: in a room behind a bus, use a mighty character


or magneto or jean grey to move the bus

* holding pens: after destroying a generator, keep going


straight to reach the cache

* holding pens: a little further on from the previous


cache, behind some destructible fencing

* stockade: after the slow trap, keep to the right, crossing


a water-filled pit and in the next room is the cache

* brain trust: in the pit in the room where you spawn the psychic demon

* brain trust (x2): right outside the door leading to the


fight against stryfe
* sewers north: side room immediately before the xtraction point

=================
f.06: comic books
=================

* bishop: in desolate mesa, after destroying radar array, go down and left
from main path

* wolverine: larvae chambers, room with third egg cluster

* colossus: southern habitats, side room near one of the prisons

* toad: jungle ruins, behind an atmospheric generator

* cyclops: jungle pass, in a ruined temple along the left fork from
the beginning path

* sunfire: nuwali shrine, in room leading to nuwali corridors

* gambit: nuwali corridors, on the octagonal platform with one


of the guardian switches

* storm: core reactor, in the central hall

* scarlet witch: fusion core, at first intersection go left


and it's in the first room

* iceman: genetic processing, on the large metal bridge, among


the blocks that bar your way

* juggernaut: madri antechamber, behind an altar near where you


first meet emma frost

* magneto: sewers west, after the hall with the derelict bus, go to
the far left end of the next hall and break through the sewer grate

* jean grey: holding pens, after destroying a generator, keep going


straight

* rogue: new york north side, from the exit to west side, go
right to the end of the street and look behind some barrels on the
left side of the street

==================
f.07: sketch books
==================

sketch books unlock concept art. there are 16 sketch books and each one
unlocks three pieces of concept art.

* dead zone, dead zone enemy, magneto: desolate mesa, down left from the
radar array

* insect tunnels, insect tunnels enemy, nightcrawler: cerci burrows, in


one of the rooms with drones

* genosha, genosha enemy, iceman: grand hall, on an upper platform, need


a flier to get it

* jungle, jungle enemy, jean grey: jungle pass, in cave between xtraction
point and boss fight with sauron

* monument, monument enemy, juggernaut: nuwali corridors,


on a ledge after you fly over the large chasm

* core, core enemy, rogue: core control, near force field


that blocks you from yellow reactor coolant pump

* infinite processing plant, infinite enemy, gambit: core processing,


landing after crossing first bridge

* madri temple, madri enemy, scarlet witch: divine sanctuary, in the


downstairs shortcut from the artifact to the main entrance

* pens, pens enemy, storm: perimeter platforms, first gun platform

* new york, new york enemy, colossus: stockade, just past the slow trap, go
behind a force field to get the book

* perimeter, perimeter enemy, sunfire: new york north side,


in a corner of the area where you fight deadpool

* sewers, sewer enemy, cyclops: sewers north, after crossing a waterway,


head to the right to a small side room that must be entered by knocking
down the wall

/
\ /--men legends ii-----------------------------------------------------
\/
/\---section g. danger room courses--------------------------------------
/ \
/

n/a for location of a danger room disc indicates the course is


automatically available. buy for location means the disc must be purchased
from beast or forge. awards stack; e.g. if you beat the vibranium award
requirement, you also receive the titanium award and adamantium award.

if you beat all the courses, you will unlock professor x as a playable
character.

======================
g.01: freshman courses
======================

g.01.a) setting 101 - hidden goods


----------------------------------
location: n/a

objectives:
* destroy all crates
* complete within 1:30

titanium award (beat the course): 200 xp


adamantium award (within 0:45): +1 strike
vibranium award (within 0:30): an item

recommended team:
* any single hero, one with might or a beam power works best

smash the marked crates. it's easier to finish in less than 30 seconds if
you use a ranged fighter.

g.01.b) setting 102 - throwing


------------------------------
location: cerci caverns, third room

objectives:
* execute a pickup-and-throw move five times
* complete within 1:30

titanium award (beat the course): 300 xp


adamantium award (within 0:45): +1 speed
vibranium award (within 0:30): an item

recommended team:
* any single hero, the faster the better

pick up items with use and throw them with use. just grab any crates or
barrels lying around.

g.01.c) moves 103 - triple hit


------------------------------
location: queen's lair, chamber where you first meet zealot

objectives:
* strike enemies with the triple hit 5 times
* complete within 1:30

titanium award (beat the course): 450 xp


adamantium award (within 1:00): +1 strike
vibranium award (within 0:45): an item

recommended team:
* any single hero, a tank works best

use attack, attack, attack for the triple hit. don't spend a lot of time
running around looking for enemies, they'll spawn on top of you.

g.01.d) moves 104 - throw


-------------------------
location: queen's lair, chamber where you first meet zealot

objectives:
* execute throwing an enemy 5 times
* complete within 1:00
titanium award (beat the course): 600 xp
adamantium award (within 0:45): +1 body
vibranium award (within 0:30): an item

recommended team:
* any single hero, a tank works best

press use while standing near an enemy to pick him/her/it up. press use
again to throw the enemy. don't spend a lot of time running around looking
for enemies, they'll spawn on top of you.

g.01.e) teamwork 105


--------------------
location: buy for 160 tech bits

objectives:
* defeat 10 enemies
* call for help from allies five times
* complete within 3:00

titanium award (beat the course): 750 xp


adamantium award (within 1:15): +1 focus
vibranium award (within 0:45): an item

recommended team:
* any

this is real simple. just lay into the enemies that spawn and spam your
call allies button. you should be able to complete the course in less than
30 seconds.

g.01.f) moves 106 - knockback


-----------------------------
location: buy for 250 tech bits

objectives:
* strike enemies with the knockback attack 10 times
* complete within 2:00

titanium award (beat the course): 1000 xp


adamantium award (within 1:30): +1 body
vibranium award (within 1:00): an item

recommended team:
* any single hero, a non-tank works best

the knockback attack is attack, smash, smash, smash. a non-melee oriented


character works best. a tank is likely to knock enemies away with the first
or second smash and make completing the combo difficult.

g.01.g) combined powers 107


---------------------------
location: buy for 360 tech bits
objectives:
* execute 10 power combinations
* complete within 3:00

titanium award (beat the course): 1250 xp


adamantium award (within 2:30): +1 speed
vibranium award (within 2:00): an item

recommended team:
* whatever team works best for you hitting power combos (see more below)

there's no getting around it: hitting power combos in xml2 is a lot harder
than in xml1. first, the margin of error--the time you have between when
the two powers hit--has been reduced. second, the ai won't always use the
power you assign to ai skill, so it's not as reliable. third, the variety
of mutants makes finding good combinations harder. that said, here are some
powers that work well for causing power combos:

* magneto's magnetic shell


* storm's blizzard
* iceman's slow beam and freeze beam
* almost any radial power

beating the combined powers courses in xml2 takes a lot more work and
experimentation than in xml1. another possibility is to use a tank with
might to pick enemies up and hurl them into the rest of the team, which
almost always causes a batter up! combo.

if you're having a lot of trouble with it, wait until you level up some
more and increase your skill ranks. power combos generally get easier to
hit as your skills increase in rank. but, don't wait too long for this
first combined powers course. if you get to the point you can one-shot kill
the enemies in this course, it will be almost impossible to beat it.

g.01.h) moves 108 - stun


------------------------
location: buy for 490 tech bits

objectives:
* strike enemies with the stunning blow 10 times
* complete within 2:00

titanium award (beat the course): 1500 xp


adamantium award (within 1:30): +1 focus
vibranium award (within 1:00): an item

recommended team:
* any single hero, a fast-moving non-tank works best

the stunning blow is smash, attack, smash, smash. a non-melee oriented


character works best. a tank is likely to knock enemies away with the first
smash and make completing the combo difficult. also, you'll have to chase
enemies down in this course, so having a fast-moving hero gives you a
better chance at the vibranium award.

g.01.i) qualifying exam 100


---------------------------
location: northern plaza of genosha, in one of the prisons from which you
free mutants

objectives:
* fight lady deathstrike

titanium award (beat the course): unlock the next grade and 3000 xp
adamantium award (within 5:00): +1 focus
vibranium award (within 3:00): free talent (skill) point

recommended team:
* same team you used in boss fight against lady deathstrike, unless you
bribed her--in which case you'll want wolverine, iceman and two other
ranged attackers.

this is a repeat of your boss fight against lady deathstrike, except she
won't regenerate. you should be able to easily beat her down in less than
three minutes.

=======================
g.02: sophomore courses
=======================

g.02.a) moves 201 - trip


------------------------
location: n/a

objectives:
* strike enemies with the trip maneuver 10 times
* complete within 1:30

titanium award (beat the course): 2500 xp


adamantium award (within 1:15): +1 focus
vibranium award (within 1:00): an enhanced item

recommended team:
* any single character with decent melee skills, but not a tank

trip is attack, smash, attack. a tank will frequently knock enemies back
with either the first or second blow, so will have trouble finishing the
combo. the timing on this combo seems to be a little tricky and you can hit
the sequence perfectly but the game fails to record your trip. it almost
always seems to fail when you've got your foe backed up against a wall, so
try to keep the mobs out in the open. also, attacks from other mobs will
disrupt the sequence, so you may need to quickly blast all mobs but one and
then use the combo on that one foe.

g.02.b) moves 202 - popup


-------------------------
location: n/a

objectives:
* strike enemies with the popup attack 10 times
* complete within 1:30
titanium award (beat the course): 3000 xp
adamantium award (within 1:15): +1 body
vibranium award (within 1:00): an enhanced item

recommended team:
* any single character, preferably a tank

the popup combo is attack, attack, smash. unlike the other moves courses,
you'll probably want a tank for this as some of the enemy spawns have
strong attacks. you're going to find it difficult to land the sequence of
blows, so just keep repeating the sequence to yourself and try to get the
rhythm down.

g.02.c) assault 203


-------------------
location: nuwali shrine, from the main entrance, head straight into the
next room, then turn left and search for the disc in the room
beyond

objectives:
* defeat 30 enemies

titanium award (beat the course): 3350 xp


adamantium award (within 3:00): +1 strike
vibranium award (within 2:00): an enhanced item

recommended team:
* characters with good radial or blast powers

enemies will spawn fast and furious. use characters with good area-of-
effect powers and keep blasting.

g.02.d) defend 204


------------------
location: entering the nuwali gateway from the corridors, go straight
across the hall and break through the wall on the left

objectives:
* defend beast
* survive for 2:00

titanium award (beat the course): 3500 xp


adamantium award (defeat 15 enemies): +1 speed
vibranium award (defeat 20 enemies): an enhanced item

recommended team:
* someone with a shield that covers all allies
* someone with a good blast power to keep bad guys away from beast

the thing to worry about here are the ranged attackers. you can deal with
melee thugs by staying close to beast and using a radial or blast power to
keep the mobs at bay. but the shooters standing outside of range can be
deadly. have a party-wide shield power available; it should also protect
beast.
g.02.e) qualifying exam 200
---------------------------
location: beyonders sanctum, in an alcove to the left just inside the
entrance

objectives:
* defeat sauron

titanium award (beat the course): unlock the next grade and 3000 xp
adamantium award (within 5:00): +1 focus
vibranium award (within 3:00): free talent (skill) point

recommended team:
* your favorite characters, the stronger the better

this will be just like your mini-boss fight against sauron, but he's
tougher and takes longer to kill. strong attacks--especially with a team
that can hit lots of combos--will help you achieve the vibranium award.
which is, really, all you need to worry about as sauron isn't particularly
dangerous.

g.02.f) challenge - cyclops


---------------------------
location: jungle canal, right fork in the path soon after you enter area

objectives:
* protect all bookcases
* survive for 2:00

titanium award (beat the course): accelerated visor


adamantium award (defeat 10 enemies): +1 body
vibranium award (defeat 20 enemies): +1 level

recommended team:
* cyclops

in challenge courses, you get unlimited energy. bind cyclops' strongest


beam attack to one of your powers buttons and use it continuously. if
you've gotten auto artillery, you might want to set some up in the vicinity
of each bookcase. the bookcases are marked with red x's on your map, keep
running around to them and blasting everything that moves.

g.02.g) challenge - gambit


---------------------------
location: elemental tomb, water room

objectives:
* defeat 5 enemies
* destroy the stone head
* complete within 2:00

titanium award (beat the course): nanocore staff


adamantium award (within 1:00): +1 strike
vibranium award (within 0:45): +1 level

recommended team:
* gambit

you have unlimited energy in challenge courses, so lay about you with staff
slam or staff assault. once you've killed five enemies, run to the stone
head and beat on it with more staff assaults.

g.02.h) challenge - iceman


---------------------------
location: core interior, after putting forge's transceiver in a security
console, turn left down the hall and first room on your right

objectives:
* survive for 2:00

titanium award (beat the course): cryogenic booster


adamantium award (defeat 15 enemies): +1 strike
vibranium award (defeat 30 enemies): +1 level

recommended team:
* iceman

you have unlimited power, so lay about with your strongest skills. if
you've purchased some ranks in it, arctic burst is probably your best bet.
you'll also want ice armor for extra protection.

====================
g.03: junior courses
====================

g.03.a) survival 301


--------------------
location: n/a

objectives:
* survive for 3:00

titanium award (beat the course): 4500 xp


adamantium award (defeat 20 enemies): +1 body
vibranium award (defeat 40 enemies): an enhanced item

recommended team:
* any of your favorites

survival courses are the second-easiest courses in the game (the easiest
being the assault scenarios). just take your favorite mutants into the
scenario and have at the mobs.

g.03.b) teamwork 302


--------------------
location: n/a

objectives:
* execute 10 power combinations
* complete within 2:00
titanium award (beat the course): 4750 xp
adamantium award (defeat 10 enemies): +1 strike
vibranium award (defeat 20 enemies): an enhanced item

recommended team:
* gambit, deadpool, nightcrawler or another mutant with a multiple-attack
power
* magneto or jean grey if you just want batter up! combos

by the time you acquire this course, you have some more options available
to you than when you tried combined powers 107. one good method of hitting
combos is to use a power that has multiple attacks (not multiple
projectiles, but individual melee attacks). for example, gambit's staff
assault has gambit make a series of four or five strikes with his staff.
put him into a group of mobs, activate staff assault and spam the call
allies button. you should hit at least one combos, possibly even two on
that one execution of staff assault.

another way of hitting combos is to play jean grey or magneto. set all your
teammates to defensive ai and use your character to toss enemies at them.
you should get regular batter up! combos.

g.03.c) assault 303


-------------------
location: core security, from the entrance, go right to the third room on
the left and into the back room

objectives:
* defeat 40 enemies
* destroy: all barrels

titanium award (beat the course): 5000 xp


adamantium award (within 4:00): +1 body
vibranium award (within 2:30): an enhanced item

recommended team:
* someone with a very destructive radial power
* mutants with good aoe powers

forget about the enemies at first and run to the marked x's on your map and
activate your most destructive radial power (e.g. iceman's arctic blast).
you'll destroy the barrels and probably a few enemies as well. then
concentrate on the mobs. try to attack closely packed groups with aoe
powers to beat the vibranium award time.

g.03.d) destroy 304


-------------------
location: madri antechamber, first room after entrance

objectives:
* destroy: all small urns
* complete within 1:45

titanium award (beat the course): 5500 xp


adamantium award (within 1:15): +1 speed
vibranium award (within 1:00): an enhanced item
recommended team:
* sunfire is your best bet for flying and quickly destroying objects

don't worry about enemies, take sunfire on a flight around the room,
dropping down near each marked x on your map and blowing things up.

g.03.e) qualifying exam 300


---------------------------
location: meditation chamber, in an alcove on the opposite side of the area
from the entrance

objectives:
* defeat sugarman

titanium award (beat the course): unlock the next grade and 10000 xp
adamantium award (within 5:00): +1 speed
vibranium award (within 3:00): free talent (skill) point

recommended team:
* your favorite damage-dealers

wait until you're in the mid-20s in level and you should be able to take
down sugarman with no trouble. remember to stay to the sides to avoid his
tongue lash and to jump out of the way when he begins flailing with his
hammers.

g.03.f) challenge - toad


------------------------
location: perimeter platforms, second gun platform

objectives:
* defeat madri high priest

titanium award (beat the course): amphibian scales


adamantium award (within 1:00): +1 speed
vibranium award (within 0:45): +1 level

recommended team:
* toad

excessive use of tongue lash is recommended.

g.03.g) challenge - phoenix


---------------------------
location: infinite engineering, from power distribution console, follow
hall back towards exit, going straight through door to get the
disc from a balcony

objectives:
* defeat 20 enemies

titanium award (beat the course): touch of the phoenix


adamantium award (within 2:00): +1 focus
vibranium award (within 1:30): +1 level
recommended team:
* jean grey

in xml2, jean is more defensive than offensive, still, you can probably
find a power or two (psionic boom, dark phoenix) that will do decent
damage. you have unlimited energy, so these challenges come down to
spamming a specific power over and over.

g.03.h) challenge - scarlet witch


---------------------------------
location: madri cloisters, in the room where you make an offering to open
the artifact of rage room

objectives:
* survive for 2:00

titanium award (beat the course): orb of chaos


adamantium award (defeat 10 enemies): +1 speed
vibranium award (defeat 15 enemies): +1 level

recommended team:
* scarlet witch

while the main objective is not that difficult (if nothing else, you can
just keep running away for two minutes), defeating enough enemies to win
the higher awards is difficult. scarlet witch is not one of the most
powerful mutants when it comes to doling out heavy doses of damage. you can
spam your most damaging power (unlimited energy), but defeating 10 or 15
enemies will mainly be a matter of luck.

g.03.i) challenge - sunfire


---------------------------
location: assembly factory, cryogenic chamber inside one of the pods

objectives:
* defeat 5 enemies
* destroy: all tactical displays

titanium award (beat the course): essence of the corona


adamantium award (within 2:00): +1 speed
vibranium award (within 1:30): +1 level

recommended team:
* sunfire

there's no problem with the defeating or destroying parts of the scenario;


sunfire is one of the more destructive mutants in your arsenal. the problem
is the time limit for the adamantium and vibranium awards. there are 12
tactical displays around the room, so, to destroy them all (the 5 enemies--
and more--will go down with the displays) you'll pretty much need to fly
between them and blow up two at a time when you find them close together.

====================
g.04: senior courses
====================

g.04.a) sabotage 401


--------------------
location: n/a

objectives:
* defeat infinite mark v
* destroy: all barrels
* complete within 2:00

titanium award (beat the course): 6250 xp


adamantium award (within 1:30): +1 body
vibranium award (within 1:00): a rare items

recommended team:
* someone with a very destructive radial power

forget about the enemies at first and run to the marked x's on your map and
activate your most destructive radial power (e.g. iceman's arctic blast).
you'll destroy the barrels and probably a few enemies as well. then find
and concentrate fire on the infinite mark v.

g.04.b) defend 402


------------------
location: n/a

objectives:
* defend havok
* survive for 2:00

titanium award (beat the course): 6750 xp


adamantium award (defeat 30 enemies): +1 strike
vibranium award (defeat 45 enemies): a rare item

g.04.c) teamwork 403


--------------------
location: stockade, in large room leading to brain trust, in a side alcove;
or, buy for 5,290 tech bits

g.04.d) survival 404


--------------------
location: new york west side, straight ahead from the entrance from south
side, on the left side of the street; or, buy for 5,760 tech bits

g.04.e) graduation exam 400


---------------------------
location: buy for 6,250 tech bits

objectives:
* defeat bastion

titanium award (beat the course): unlock the next grade and 12500 xp
adamantium award (within 5:00): +1 speed
vibranium award (within 3:00): free talent (skill) point
this plays out just like your fight against bastion in the game. take storm
and use will of the goddess to keep your party invincible while beating up
on bastion. ignore the sentinels, since they can't hurt you while you're
under will of the goddess.

===================
g.05: x-man courses
===================

g.05.a) protect 501


-------------------
location: n/a

objectives:
* protect: all crates
* survive for 2:00

titanium award (beat the course): 10000 xp


adamantium award (defeat 10 enemies): +1 speed
vibranium award (defeat 20 enemies): a rare item

recommended team:

g.05.b) assault 502


-------------------
location: n/a

objectives:
* defeat 30 enemies

titanium award (beat the course): 11000 xp


adamantium award (within 4:00): +1 strike
vibranium award (within 3:00): a rare item

recommended team:

g.05.c) defend 503


------------------
location: holding pens, destroy the generator and keep going straight and
around the corner to find this disc behind some fencing

objectives:
* defend genoshan prisoner
* survive for 2:00

titanium award (beat the course): 12000 xp


adamantium award (defeat 15 enemies): +1 focus
vibranium award (defeat 30 enemies): a rare item

recommended team:

g.05.d) challenge - rogue


-------------------------
location: perimeter platforms, third radar array platform

objectives:
* defeat 5 enemies
* destroy: all flaming barrels
* complete within 2:00

titanium award (beat the course): touch of death


adamantium award (within 1:30): +1 focus
vibranium award (within 1:00): +1 level

recommended team:
* rogue

=====================
g.06: legends courses
=====================

/
\ /--men legends ii-----------------------------------------------------
\/
/\---section h. trivia games---------------------------------------------
/ \
/

at your home base in each act, you can play a trivia game to earn xp.

======================
h.01: act 1 questions
======================

each correct answer in act 1 is worth 50 xp.

q. sabretooth's archenemy is:


a. wolverine

q. in the video game x-men: legends, iceman had a crush on


a. alison crestmere

q. juggernaut first appeared in x-men number:


a. 12

q. as a young man, gambit wed an assassin named:


a. bella donna boudreaux

q. what is victor creed's mutant code name?


a. sabretooth

q. forge has been romantically linked to:


a. storm

q. while growing up in an orphanage, cyclops was bullied by a boy


named nathan, who was really:
a. mister sinister

q. which is true of colossus in his armored form?


a. even his eyeballs become steel-like

q. beast was born a mutant because:


a. his father was exposed to a massive amount of radiation

q. what is apocalypse's real name?


a. en sabah nur

q. before joining the x-men, angel was a crime fighter who worked under
the name:
a. avenging angel

q. abyss is able to:


a. pull enemies into an inter-dimensional cavity in his chest

q. blink's real name is:


a. clarice ferguson

q. what is lorna dane's x-men code name?


a. polaris

q. blob is originally from:


a. lubbock, texas

q. grizzly worked for which team?


a. six pack

q. why does lady deathstrike hate wolverine?


a. she thinks he stole her father's work in adamantium

q. quicksilver's mutant power is:


a. super speed

q. what is polaris' mutant power?


a. magnetic manipulation

q. blink's protector is:


a. sabretooth

q. which x-man saved polaris from mesmero?


a. iceman

q. before joining the brotherhood, blob worked at:


a. a traveling circus

q. what color hair does polaris have?


a. green

q. quicksilver and his sister were raised by:


a. gypsies

q. what secret project did wolverine and sabretooth both belong to?
a. weapon x

q. cable, domino, grizzly, george washington bridge, hammer and kane


together form what group?
a. six pack
q. blink is able to teleport:
a. as far away as the moon

q. zealot is the bitter enemy of:


a. magneto

q. quicksilver's real name is:


a. pietro maximoff

q. sabretooth made his debut in which marvel comic book?


a. iron fist

q. jean's psychic powers awoke when:


a. her friend was hit by a car

q. juggernaut frequently partners up with which of the following mutants?


a. black tom cassidy

q. who did sabretooth have a son with?


a. mystique

q. what is lady deathstrike's real name?


a. yuriko oyama

q. who are the children of magneto?


a. scarlet witch and quicksilver

q. which marvel hero's comic did mystique first appear in 1978?


a. ms. marvel

q. lady deathstrike's father developed a process for:


a. bonding adamantium to bone

q. abyss works for:


a. apocalypse

q. where is genosha located?


a. the indian ocean

q. professor xavier attended which university?


a. oxford

q. on average, if rogue touches a mutant for a minute, how long does


she retain that mutant's powers?
a. 60 minutes

q. which of these mutants can't fly?


a. wolverine

q. what time traveling team of mutants does blink belong to?


a. exiles

q. who here is not a mutant?


a. juggernaut

q. what group of criminals did lady deathstrike join after her attempt
to kill wolverine failed?
a. the reavers
q. blob is able to generate:
a. a gravitational force that makes him immovable

q. what x-man did polaris have a relationship with?


a. havok

q. forge was contracted by the u.s. government to develop a way to


detect an alien race known as:
a. dire wraiths

q. who is sabretooth's son?


a. graydon creed

q. beast was born in:


a. dunfee, illinois

=====================
h.02: act 2 questions
=====================

each correct answer in act 2 is worth 200 xp.

q. angel is:
a. extremely wealthy

q. wolverine made his debut in 1974 in which comic book series?


a. incredible hulk

q. in the video game x-men legends, what was the name of the base magneto
had in orbit of earth?
a. asteroid m

q. which of the following x-men was at one time apocalypse's


horseman death?
a. wolverine

q. destiny belonged to which super villain team?


a. the brotherhood of evil mutants

q. garokk was originally?


a. a british sailor

q. in the video game x-men legends, who was the first playable
character at the very beginning in new york city?
a. wolverine

q. how many fingers does nightcrawler have on each hand?


a. three

q. who is ka-zar's wife?


a. shanna o'hara

q. which person is mystique not connected to?


a. mikhail rasputin

q. which x-man was involved romantically with magneto?


a. rogue

q. joseph is a clone of which mutant?


a. magneto

q. iceman's real name is


a. bobby drake

q. who is not a member of the brotherhood


a. lupa

q. as a boy, nightcrawler's hero was:


a. errol flynn

q. who served alongside cable in his mercenary group, six pack?


a. domino

q. what is bishop's mutant power?


a. absorb energy and rechannel it

q. ka'zar's father came to the savage land in search of what?


a. anti-metal

q. what are forge's powers?


a. inventing new technology and mystic powers

q. ka-zar was originally named:


a. kevin plunder

q. colossus' brother mikhail first appeared in uncanny x-men number


a. 285

q. what evil villain is also known as cain marko?


a. juggernaut

q. heather cameron is known as which x-man?


a. lifeguard

q. magneto first appeared in 1963 in x-men number:


a. 1

q. what name does magneto go by?


a. erik lehnsherr

q. mikhail is the brother of:


a. colossus

q. colossus first learned he could turn into metal when he:


a. saved his sister from a runaway tractor.

q. in the video game, x-men legends, what was the code name of the
young woman the x-men saved in new york city from blob and
mystique?
a. magma

q. bishop is a time traveler from which century?


a. 21st
q. what is omega red's real name?
a. arkady gregorovich

q. nightcrawler was once the leader of which of the following groups?


a. excalibur

q. pyro's real name is:


a. st. john allerdyce

q. approximately how old is apocalypse?


a. 5000 yrs old

q. what is sauron's real name?


a. karl lykos

q. shanna at one time:


a. worked at a zoo in new york city

q. death, war, pestilence and famine together form what group?


a. the four horsemen

q. what is pyro's mutant ability?


a. he can control fire.

q. what is sunfire's real name?


a. shiro yoshida

q. ororo munroe's x-men code name is:


a. storm

q. omega red's arm coils are made from what material?


a. carbonadium

q. toad first appeared in:


a. x-men number 4

q. where is the savage land located?


a. antartica

q. who is mystique's best friend?


a. destiny

q. the savage land is protected from freezing temperatures by:


a. alien technology

q. mikhail rasputin has been:


a. a russian cosmonaut

q. nightcrawler grew up working in a circus as:


a. an acrobat

q. what animal protected ka-zar as he grew up in the savage land?


a. a sabretooth tiger

q. what was shanna known as in the savage land?


a. shanna the she-devil

q. garokk was ship wrecked in the savage land in what time period?
a. 1400s

q. bishop has a sister named:


a. shard

=====================
h.03: act 3 questions
=====================

each correct answer in act 3 is worth 450 xp.

q. sunfire's sister's code name was:


a. sunpyre

q. wolverine wound up killing the father of this woman he loved:


a. mariko yashido

q. what hellfire club leader first appeared in x-men number 129 in 1980?
a. sebastian shaw

q. storm was once the leader of which of the following groups?


a. the morlocks

q. what is heather hudson's alpha flight code name?


a. vindicator

q. who oversaw the weapon x program during wolverine's transformation?


a. the professor

q. who is not a member of alpha flight?


a. prism

q. cyclops' father is the captain of a spaceship named:


a. starjammer

q. which super team was wolverine originally intended to lead?


a. alpha flight

q. who is the leader of the team known as the hellions?


a. emma frost

q. who is heather hudson's husband?


a. guardian

q. there is speculation that professor xavier's father at one time:


a. was part of the weapon x project that worked on wolverine

q. havok's real name is:


a. alex summers

q. what is james macdonald hudson's alpha flight code name?


a. guardian

q. which of the following x-men has also been a member of the avengers?
a. wolverine

q. who saved apocalypse as a child?


a. baal

q. the process of bonding adamantium to wolverine's bones would have


killed him if not for:
a. wolverine's healing power

q. what super hero team does heather hudson belong to?


a. alpha flight

q. what is sebastian shaw's title in the hellfire club?


a. black king

q. toad is from:
a. england

q. ororo munroe, better known as storm, first appeared in 1975 in which


comic book?
a. x-men giant-size number 1

q. where did juggernaut find the ruby of cyttorak?


a. korea

q. jean grey's main powers are:


a. telekinesis, telepathy

q. which super team does james macdonald hudson belong to?


a. alpha flight

q. sebastian shaw belongs to which new york social club?


a. the hellfire club

q. apocalypse first appeared in x-factor number 5 in:


a. 1986

q. who headed the facility failed weapon x experiments, like deadpool,


were sent to?
a. dr. killebrew

q. cable founded which team comprised mostly from former xavier


school students?
a. x-force

q. the leader of the brotherhood is:


a. magneto

q. what is sebastian shaw's mutant power?


a. absorb and rechannel energy

q. who did apocalypse kidnap and raise to be as cruel as he is?


a. stryfe

q. who tool control of iceman's body and discovered his powers were
greater than he realized?
a. emma frost

q. who is james macdonald hudson's wife?


a. vindicator
q. sugar man is originally from a timeline where:
a. xavier is dead and apocalypse nearly rules the world

q. magneto once raised a mysterious city from the ocean in what part of
the world?
a. the bermuda triangle

q. who was not a subject of the weapon x project?


a. shard

q. betsy braddock is known as which x-man?


a. psylocke

q. scarlet witch's real name is:


a. wanda maximoff

q. rogue first appeared in which 1981 comic book?


a. avengers annual number 10

q. before turning to crime, pyro was a:


a. writer

q. who were students of emma frost?


a. the stepford cuckoos

q. the weapon x facility is located in:


a. canada

q. infinite soldiers are clones created by:


a. mister sinister

q. sugar man is a traveler from which alternate reality?


a. the age of apocalypse

q. sunfire is a member of japanese super hero team known in english as:


a. big hero 6

q. after escaping from the weapon x facility wolverine was discovered


and befriended by:
a. james and heather hudson

q. what is untrue of guardian?


a. is a mutant

q. what does rogue absorb when she touches someone?


a. all the above

q. while working for the government in dallas, texas, forge had a


penthouse known as:
a. eagle's nest

q. what color is beast's fur?


a. blue

=====================
h.04: act 4 questions
=====================
each correct answer in act 4 is worth 800 xp.

q. nick fury is the leader of:


a. shield

q. the mutant sewer dwellers of new york city are known as:
a. the morlocks

q. what is wolverine's real name?


a. james howlet

q. moira mactaggert's mutant research center is located:


a. on muir island

q. in world war ii, nick fury commanded:


a. the howling commandos

q. angel's secondary mutation allows him to:


a. accelerate his healing factor

q. banshee has the mutant power to:


a. generate a sonic scream

q. bastion assembled which organization?


a. operation: zero tolerance

q. what is the black queen's real name?


a. selene

q. what is the name of the machine professor charles xavier uses to


find mutants around the world?
a. cerebro

q. deadpool wears a mask:


a. to cover his scarred face

q. banshee's daughter uses the code name:


a. syrin

q. who is the evil clone of cable?


a. stryfe

q. colossus' sister's code name was:


a. magik

q. what is professor xavier's middle name?


a. francis

q. what is the black queen's mutant ability?


a. drain other's life force to maintain her beauty.

q. who is the great-grandfather of bishop?


a. gateway

q. sean cassidy, better known as banshee, first appeared in 1975 in


which comic book?
a. uncanny x-men number 28
q. magneto once disguised himself as what mutant to infiltrate the
xavier institute?
a. xorn

q. sunfire's powers first manifested when:


a. he touched radioactive soil

q. deadpool is a victim of:


a. weapon x

q. scarlet witch's power is the ability to:


a. affect probability and make the improbably become possible

q. who is banshee's cousin?


a. black tom cassidy

q. what was the name of the boy rogue kissed and almost killed just as
her powers were beginning to emerge?
a. cody robbins

q. who is kitty pryde's loyal companion?


a. lockheed

q. which of apocalypse's four horsemen is archangel?


a. death

q. as a child, storm was a:


a. pickpocket in cairo, egypt

q. toad is devoted to:


a. magneto

q. how many adamantium claws does wolverine have on each hand?


a. three

q. deadpool joined the weapon x program because:


a. he had cancer

q. who has not served in the hellfire club's inner circle?


a. lorna dane

q. which hellfire club member is really a non-mutant cyborg?


a. donald pierce

q. what was emma frost's title in the hellfire club?


a. white queen

q. who was kitty pryde's mentor?


a. wolverine

q. moira mactaggert has a son named kevin who also went by the name of:
a. proteus

q. which x-man is romantically involved with kitty pryde?


a. colossus

q. lockheed, kitty pryde's small dragon companion, first appeared on


which aliens' homeworld?
a. the brood

q. where do wolverine's claws appear?


a. between his knuckles

q. what is marrow's real name?


a. sarah

q. in the video game x-men legends: the rise of apocalypse, what is the
name of magneto's secret hideaway near genosha.
a. sanctuary

q. bastion is really:
a. a hybrid sentinel in disguise

q. for a time, bishop worked:


a. as a detective

q. forge was trained in magic by:


a. the cheyenne shaman naze

q. the hellfire club originally started in:


a. london

q. in the video game x-men legends, who is the leader of the morlocks?
a. marrow

q. for a time, banshee worked for:


a. interpol

q. what is the name of the room where the x-men do their training
exercises?
a. the danger room

q. in the hellfire club, sebastian shaw goes by the code name:


a. black king

q. deadpool possesses the ability to:


a. heal quickly

q. nick fury is blind in which eye?


a. left

/
\ /--men legends ii-----------------------------------------------------
\/
/\---version history & credits------------------------------------------
/ \
/

v0.90 2005-10-17
- finished act 4 walkthrough

v0.85 2005-10-14
- completed walkthrough and items for act 3
- completed first two missions in act 4 walkthrough
- added act 4 trivia questions
- added skill ranks for iceman
- add hints, tips & tricks section

v0.75 2005-10-07
- completed core and infinite factory missions in act 3
- updated item lists to reflect everything found thus far
in act 3
- made some minor corrections throughout

v0.70 2005-10-06
- finished act 2 walkthrough, item lists and trivia
- added act 3 trivia, couple of stages of act 3
- finished sophomore-level dr courses
- corrected and clarified some information about jumpers

v0.60 2005-10-03
- first published release
- walkthrough & items for act 1 and half of act 2 complete
- all x-men skill lists (without ranks) complete
- iron man and prof x skill lists complete with ranks
- freshman-level dr courses complete

special thanks

* david kim and steve osborne both corrected that toad can double-jump.
mr. osborne also reported that nightcrawler will double-jump (x-box
version). mike morrison states kurt does not double-jump on the x-box
and benjamin whiting notes he does not double-jump on the gamecube.
we'll now accept as confirmed that kurt doesn't double-jump in any
version, though he can perform the "power jump" (jump + smash), which
may appear to be the same thing.

* charles parsons provided the rogue/mystique conversation item.

* adam loyd mentioned a special conversation between jean grey & grizzly.

* paul vandermeuse pointed out i left out the weapon cache in omega red's
room.

written and copyright 2005 by barry scott will

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/

or send a letter to

creative commons
559 nathan abbott way
stanford, california 94305, usa.

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