****************************************************************************** * X-Men Legends 2 * * Full Walkthrough * * Playstation 2 version * * Version 1.02 * * December 20, 2006 * * Marshall Stieler * * m s t i e l e r 8 4 8 0 @ a i m . c o m * ****************************************************************************** Table of Contents: Code Title ITTG Introduction to the guide WLKTHR Walkthrough A1 Act 1, Collectibles A1MPOG Military Prison Outpost, Greenland I1TS Interlude 1: The Sanctuary (Xtraction Point) A1TDZ The Dead Zone (Xtraction Point) A1CC Cerci Caverns A1BC Barren Cliffs (Xtraction Point) A1DM Desolate Mesa A1CB Cerci Burrows A1LC Larvae Chambers (Xtraction Point) A1QL Queen's Lair (Xtraction Point) A1GS Genosha Seawall A1SH Southern Habitats (Xtraction Point) A1NP Northern Plaza A1GH Grand Hall (Xtraction Point) A1GC Genosha Council I2TS Interlude 2: The Sanctuary (Xtraction Point) A1SBA Act 1's Secret Bonus Area A2 Act 2, Collectibles I3A Interlude 3: Avalon (Xtraction Point) A2JC Jungle Canal I4A Interlude 4: Avalon (Xtraction Point) A2JR Jungle Ruins (Xtraction Point) A2JP Junlge Pass (Xtraction Point) A2NS Nuwali Shrine A2NC Nuwali Corridors (Xtraction Point) A2NG Nuwali Gateway (Xtraction Point) A2BS Betonder's Sanctum (Xtraction Point) A2ET Elemental Tomb (Xtraction Point) A2MW Mikhail's Warship A2SBA Act 2's Secret Bonus Area A3 Act 3, Collectibles I5WXF Interlude 5: Weapon X Facility (Xtraction Point) A3CI Core Interior A3CS Core Security (Xtraction Point) A3CR Core Reactor (Xtraction Point) A3CC Core Control A3FA Factory Entrance (Xtraction Point) A3IE Infinite Engineering A3GP Genetic Processing A3MFC Mutant Fusion Core A3AF Assembly Factory (Xtraction Point) A3CP Central Processing I6WXF Interlude 6: Weapon X Facility (Xtraction Point) A3MA Madri Antechamber A3HOK Hall of Knowledge (Xtraction Point) A3MCL Madri Cloisters A3MCO Madri Conclave (Xtraction Point) A3MCH Meditation Chamber A3DS Divine Sanctuary A3MCI Monastic Citadel A3SBA Act 3's Secret Bonus Area A4 Act 4, Collectibles I7XM Interlude 7: X-Mansion (Xtraction Point) A4PP Perimeter Platforms A4RAP Radar Array Platforms A4CCP Command Center Platform A4SS Sewers South A4NYSS New York South Side (Xtraction Point) A4NYWS New York West Side A4NYNS New York North Side A4SW Sewers West A4HP Holding Pens (Xtraction Point) A4S Stockade A4BT Brain Trust A4SN Sewers North A4TP The Pantheon (Xtraction Point) A4TE Tower Engineering A4SL Sinister's Lab (Xtraction Point) A4TA Tower Apex A4SBA Act 4's Secret Bonus Area A5 Act 5, Collectibles I8TC Interlude 8: Teleport Chamber (Xtraction Point) A5RM Ra's Mouth A5AL Ancient Labyrinth A5TOA Temple of Anubis A5TOS Temple of Sekhmet A5HOTD Hall of the Head A5VOTA Vault of the Ages SKL Skills Key SKLBIS Bishop SKLCOL Colossus SKLCYC Cyclops SKLBDP Deadpool* SKLGAM Gambit SKLICE Iceman SKLBIM Iron Man* SKLJUG Juggernaut SKLMAG Magneto SKLNIG Nightcrawler SKLJEA Phoenix (Jean Grey) SKLBPX Professor X* SKLROG Rogue SKLSCA Scarlet Witch SKLSTO Storm SKLSUN Sunfire SKLTOA Toad SKLWOL Wolverine ITM Items Key ITMBLT Belts ITMGLV Gloves ITMARM Armors ITMPRE Prefixes ITMSUF Suffixes TTG The Trivia Game Intro A1TTG Act 1 Trivia Game answers A2TTG Act 2 Trivia Game answers A3TTG Act 3 Trivia Game answers A4TTG Act 4 Trivia Game answers A5TTG Act 5 Trivia Game answers DRC Danger Room Computer Courses DRC1 Freshman Course DRC2 Sophomore Course DRC3 Junior Course DRC4 Senior Course DRC5 X-Man Course DRC6 Legend Course UNLOCK Unlockables COST Costumes VERHIS Version History NXTVER Next versions THNX Thanks LGLBS Legal ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ INTRODUCTION TO THE GUIDE (ITTG) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Well, here it is: the promised FULL GUIDE. Well, as full as I can do; it's not like I can publish this damn thing. As far as I know, aside from the full item prefix/suffix range, this guide should be 100% complete. Unless something major comes up (big mistake, etc.), there are no updates planned. Also, this guide, as stated at the top, is for the PS2 version. If you have a question about something strange, and are playing on a different system, check on the GameFaqs message boards for that system's board for the game. I don't have the XBox/GameCube/PC/PSP version, so I can't troubleshoot for you. If you have a question about the PS2 version, I can most likely help you. Those of you wondering why my email address is all funny looking is that some people think it's nice to send me viruses. For some reason, I don't think this way. So, for those of you who'd like to send me mail, just remove all the spaces, and mail away. Also, the Code feature. This will be throughout the guide. What yuo can do is use CTRL+F, then type in the Code listing to go directly there. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ WALKTHROUGH (WLKTHR) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Act 1: (A1) Hidden Stuff: 3 Comic Books, 9 Concept Art in 3 Sketch Books, 4 Homing Beacons, 4 Data Discs, 6 Tech Stations, 1 Iron Man Armor, 2 Weapon Caches, 4 Danger Room Discs ------------------------------------------------------------------------------ Military Prison Outpost, Greenland (A1MPOG) Available characters: Magneto, Wolverine, Cyclops, Storm Objectives: none What a team to start off with, huh? Well, head the only direction you can go to find your first game tip: GAME TIP #1: Press + to choose which of your teammates will become the active hero. Example: Left-Wolverine; Right-Cyclops; Down-Storm; Up-Magneto (then again, if you've played XML 1, this is all stuff you know) Continue on for tip #2: GAME TIP #2: Press X for a Normal Attack, and O for a Heavy attack. You can Chain attacks together for combos. Example: XXO - Pop-up attack Only one door out of here is functioning. Head that way for tip #3: GAME TIP #3: HULK SMASH BARREL! HULK FIND STUFF! (but seriously, sometimes stuff is hidden in breakable things. Guess how you get to them?) Keep going on, and Mystique and Sabretooth will be separated from you, and you'll get to fight some generic enemies. Um, might I suggest X and O? Continue On. GAME TIP #4: When you get hit, your health goes down (well, DUH!). Press L1 to use a Health Pack. GAME TIP #5: When you hold R2, press a button to use a Mutant Power. This drains EP. Press R1 to use an Energy Pack to fill it back up. In the next room, a cutscene shows a bunch of those generic soldiers coming to get you. OH NO! NOT GENERIC SOLDIERS! But after them, you get your first "Boss" fight against some Genetically-enhanced jackass. Ooh, you're genetically enhanced. Mutants come that way, dumbass, so you're nothing new here! He should drop you an item, as well. GAME TIP #6: Use you mutant powers to solve Blue X puzzles (try using Magneto's Levitation) Use Levitation on the Blue X (hold R2, then hit the button for Levitation) to get at the nifty Health and Energy Packs. Move along down the corridor for GAME TIP #7: Use ranged attacks to blow stuff up safely Use Cyclops' Optic Beam or Storm's Lightning Strike to hit the mines from a distance, so they don't blow you up. There's two to deal with before the next room. Open the door for GAME TIP #8: The automap is your friend. Click R3 to cycle it's various forms There's various destructibles in this room, so go at them for money, Health Packs and Energy Packs. Open the next door for an ambush by some more silly little generics. The next rom hold one of my favorite things from XML1: destructible walls. What's more fun than getting to bust your way in to the next room? Oh, and another of those Genetic-enhanced guys, too. Go through either wall, they both lead to the same area. Though by going through the door, you'll get blasted by guns which is GAME TIP #9: If there's something in your way, there's probably a way around it So, by going through the wall in the previous room, you get a few enemy kills, along with a Genetic-Enhanced guy, and the back route to the guns, which you can then blow up. The way to the next portion is just past the truck, out into the snow. ------------------------------------------------------------------------------ Interlude 1: The Sanctuary (I1TS) Welcome to your base of operations. Prof. X gives you the lowdown on what's going on lately. You finally have objectives! Objectives: In the Blink of an Eye- A Young Genoshan mutant named Blink is lost in the Dead Zone. Locate her and ensure her safety. Step 1: Talk to [Sabretooth] in the {Sanctuary} Step 2: Rescue [Blink] in the {Dead Zone} Into the Void- A Horseman of Apocalypse named Abyss controls all of Genosha. Defeat him and free the city. Wandering around The Sanctuary, we find: Xtraction Point: Used to Save, Load, and travel the world. The Trivia Game: Anyone who used my XML1 guide knows I posted all the answers to the Trivia Game. You won't be let down here. Though, since the questions are broken up by act, I'll have a separate section for them later in the guide. Just use this keyword (TTGA1) to find the answers. Mission Computer: Once you actually GET missions, you'll be able to check out briefings here. I'll refer to it in the walkthrough as MC. Danger Room Computer: Again, anyone who used my XML1 guide knows I mapped out all the Danger Room stuff, too, so check later in the guide (keyword: DRC) for info. Beast: The man with the items. He's got damn near everything you could want, from extra Health and Energy Packs, to equipment for you, to Danger Room Discs, and of course, the good old Grab Bag. Review Computer: The same as the Review screen at the Title screen. Lets you see everything you've unlocked so far. Hero Stash: Anyone who's played Diablo 2 knows what this is. Store anything you want but don't need this instant here. Okay, now on with the game. Head past Prof. X, up the little path, following the yellow ! on the map to get to Sabretooth. Go through his conversation prompts, and you'll see a small scene with Prof. X and the MC, then another with the team. You can go back to the MC for a review of the missions. The only one available now is "Locating Blink". Well, DUH, it's the only mission you've started officially yet. It replays the cutscene you saw (in case you hit Start or whatever to skip it, or just want to see it again). Use the Xtraction Point to save, then proceed out the gate next to Sabretooth, and on to the Dead Zone ------------------------------------------------------------------------------ The Dead Zone (A1TDZ) Suggested characters: Iceman Objectives: Current Objectives In the Blink of an Eye Step 2: Rescue [Blink] in the {Dead Zone} Gained Objectives: Hacker's Delight- A security code is required to enter Genosha. Search for the code in the downed aircraft in the Dead Zone. Step 1: Find a [Security Code Module] in the {Desolate Mesa} Step 2: Find a [Security Code Module] in the {Barren Cliffs} Step 3: Find a [Security Code Module] in the {Cerci Caverns} Optional Objectives: A Radar Array- Locate and destroy the [Radar Array] in {Desolate Mesa} You see some bug creatures dragging off someone in green. Those of you who can read your objectives can guess it's Blink. Right next to your starting point is GAME TIP #10: Use mutant powers to extinguish fires Iceman can accomplish this for you. A little further along is a bridge point along with GAME TIP #11: Use mutant powers to build bridges Guess what? Iceman can do this too. There are a few others who can as well. If an ability can build bridges, it's listed in it's abilities. You can build a bridge here to get down to a few bugs. If you lack someone who can build a bridge, there's a pathway down a little further. Between the bridge point exit and the pathway down is a fire, extinguish it and break the crates for some Techbits and Potions. Follow the path up, fighting the bugs as they come, and off near the lower area is some burning wreckage with Tech Station Striking (A1TS01). These Tech Stations give whoever uses them a permanent bonus to the stat is says. So use them for whomever. This one's good for +2 Strike. Head down the path next to the wreckage for a cutscene. Looks like we have to face off against a special bug to save Blink. Afterwards, talk to Blink, who's lying down on the job. Go through her conversations, then she creates a portal to the next island. This also activates the Blink Portal selection on the pause screen. You have to wait 5 minutes each time after using it to use it again. Also, looks like we've got a few more objectives to complete now. Along with an Xtraction Point and GAME TIP #12: Use Xtraction Points to save the game and change your team. Head along the path, and it you're watching your Automap, you'll see the icon for an exit on it, but no apparent exit. Well, as you walk along, it'll break out under your feet, taking you to Cerci Cavern. Head there if you want, but I'm going to continue on with more of the Dead Zone. Continue along, flying over the entrance to Cerci Caverns if you need to. At the end of the level is a flashing red thing. This is a Homing Beacon, needed to get Iron Man. There are four needed in each Act, leaving three to be found (A1HB1), though there are a total of six in Act 1, just in case . Head back to the Cerci Caverns entrance. ------------------------------------------------------------------------------ Cerci Caverns (A1CC) Suggested characters: Someone who can build bridges Objectives: Current Objectives Hacker's Delight- A security code is required to enter Genosha. Search for the code in the downed aircraft in the Dead Zone. Step 1: Find a [Security Code Module] in the {Cerci Caverns} Step 2: Find a [Security Code Module] in the {Barren Cliffs} Step 3: Find a [Security Code Module] in the {Desolate Mesa} Optional Objectives: A Radar Array- Locate and destroy the [Radar Array] in {Desolate Mesa} Follow along the path, and a small cutscene pops up, about the bugs we've been fighting. Keep along to the red X, and in the large cavern is GAME TIP #13: Sometimes, you must HULK SMASH! walls to continue You can use the Flight Recorder opposite the Game Tip for some Black Box action. Head to the red X to grab the Security Codes. Now that the path's blocked, HULK SMASH the little window-wall looking thing next to the Game Tip to continue. Follow along the path, and in the middle of the path is a Danger Room Disc for Setting 102-Throwing (DRC102). Pick it up, and move along. You'll eventually get to a wide-open cavern, with a fork in the middle. Off the side fork is GAME TIP #14: To fly, press Triangle twice. Once flying, press Triangle to go up and Square to go down So they tell you you can fly to the platform, or use the little blue X and make a bridge. Head over and pick up the Beacon (A1HB2). Head back, and go down the other fork. Follow along the path, and in another large open area (this time not suspended over a bottomless pit) there is another Flight Recorder. Outside this area are a few altered bugs, along with the entrance to Barren Cliffs. ------------------------------------------------------------------------------ Barren Cliffs (A1BC) Suggested characters: Someone who can build bridges Objectives: Current Objectives Hacker's Delight- A security code is required to enter Genosha. Search for the code in the downed aircraft in the Dead Zone. Step 2: Find a [Security Code Module] in the {Barren Cliffs} Step 3: Find a [Security Code Module] in the {Desolate Mesa} Optional Objectives: A Radar Array- Locate and destroy the [Radar Array] in {Desolate Mesa} From where you come out of Cerci Caverns, head out on the pathway and around the wreckage so you're kind of going in a U. You'll see more bugs (and fight some soldiers) and if you look closely, you'll see a little red spinning thing in a bush near the edge. This is a Data Disc (A1DD1). Collect four of these and you'll be able to carry more Health or Energy Packs. Afterwards, head back to the curve of the U to go further. Cross the bridge that's made of wreckage and boulders. Meet Grizzly, and his "robot buddies". Dispose of the buddies, and head out after Grizzly. Just past him is more wreckage. Turn at the wreckage and head along. You'll find a blue X spot to make a bridge. Do so, then follow along for another blue X bridge. At the top of this is a Weapon Cache (A1WC01). These nifty little boxes pop out all sorts of stuff, from Health and Energy Packs to Techbits to items. Collect what's coming to you, then head back to the wreckage that was past Grizzly. You'll find a red X (on the map). Head to the X for the Security Code Module. Keep going, and you'll find a long trench carved in the ground. On one side is a Black Box Recorder, with a message from Magneto. You'd expect him to say something about it if you're listening to it with him in the party, though. Head along the side without the recorder, and you'll spot another red X on the map. Well, isn't that just nice of him? Go past the flaming bit, since we saw in the cutscene they want us to go there. Hey, look! An Xtraction Point! GAME TIP#15: Use Xtraction Points to go to any other Xtraction Point you've been to by selecting Xtract from the Xtraction Point screen Well, as of now there's nothing to do by Xtracting other than saving, so move on. There's another Black Box near you, and past the covered tunnel type thing, up in the wreckage, is the control box for the flaming bit, along with another Black Box. Blow up the control box to stop the flame, and on to Desolate Mesa. ------------------------------------------------------------------------------ Desolate Mesa (A1DM) Objectives: Current Objectives Hacker's Delight- A security code is required to enter Genosha. Search for the code in the downed aircraft in the Dead Zone. Step 3: Find a [Security Code Module] in the {Desolate Mesa} Optional Objectives: A Radar Array- Locate and destroy the [Radar Array] in {Desolate Mesa} Well, just ahead of you is the Radar Array for the optional objective, so blast it for some extra XP. Go past there for more wreckage-that-just- happened-to-fall-where-a-bridge-is-needed. There's another Black Box next to it. Go past the wreckage for a virtual plethora of collectibles: a Tech Station-Focus (A1TS02), Comic Book (A1CB01), and Sketchbook (A1SB01). Oh, and another Black Box. Head back up the wreckage. Up in some more wreckage is another Black Box. Head around either side and you'll meet back up with Grizzly. Looks like he's cornered, so go ahead and whup on him. After he falls, pick up the Security Device. Afterward, Prof. X will talk to you, telling you to come back. So, use a Blink portal or go back to Barren Cliffs and use the Xtraction Point. Though, I'd suggest the latter, so you can go to the Cerci Burrows, located next to the Point. Tough if you do go back, you can have a chat with Angel, though you can do that anytime after you get his prompt. ------------------------------------------------------------------------------ Cerci Burrows (A1CB) Objectives: Gained Objectives: Optional Objectives: Defeat [Insect Drones] in the {Cerci Burrows}- 12 Insect Drones to defeat Head along the pathway, and you'll start seeing red Xs. You'll see that they are your optional objective (well, part of it). Go ahead and kill them off, then head out the side of the cavern. Shortly after, you'll see your next set of two Drones. Continue along the pathway, and in the next room with Drones, there's a Tech Station Speed (A1TS03). Head out for another pair of Drones, and a fork in the path. If you consider the room we just came out of as South, head East. You'll get two more Drones, along with a Sketchbook (A1SB02). Head back to the fork and go West (again, going off of the earlier room with the hole in it as South). Keep going, and we'll reach a room with some wreckage in it, as well as the last two Drones. For killing them all, you get a Homing Beacon (A1HB3). At the end of this large room is the entrance to the Larvae Chambers ------------------------------------------------------------------------------ Larvae Chambers (A1LC) Objectives: Gained Objectives: Optional Objectives: Destroy [Egg Clusters] in the {Larvae Chambers} 4 Clusters to destroy Head on through to the first big room. The Egg Clusters they want us to destroy are the green ones, though it can't hurt blasting the yellow ones, too. The first Egg Cluster is in this room. There's a long, winding pathway leading to a fork. Follow the waterlogged branch of the fork to get to the second Egg Cluster. Keep following the path around the big hole to find Tech Station Health (A1TS04). Keep following the path around and we get back to the other branch of the fork. Though we've already been there, so go on down the other path. Bust out the door, and at the end of this room is a Comic Book (A1CB02). Break out another door and head through. Follow the path along, and you'll get to and Xtraction Point. Go ahead and save, then continue on. The final Egg Cluster's out this way, along with the entrance to the Queen's Lair. ------------------------------------------------------------------------------ Queen's Lair (A1QL) Suggested characters: Someone who can build bridges Objectives: Gained Objectives: Infiltration- Step 1: Defeat [Zealot] Step 2: Find the buried [Genosha Entrance] in the {Queen's Lair} Optional Objectives: Destroy the [Cerci Queens] in the {Queen's Lair} 3 Queens to destroy Well, follow along for a talk with Angel. Then follow along for another chat, this time with some Zealot Minions. They'll explain what's going on, and then you'll stomp them into the ground. Head past them for a fork. If we figure the room we came out of is South, head West. Blast the rubble to open the way to a large room, with a Cerci Queen at one end. Kill her, and you'll see the blue X spot for a bridge. Make one, and on the platform it goes to, there's a Data Disc (A1DD2). Pick it up, then head back to the fork and head East. Go around the corner for a big room. Keep following the "southern" wall, and on to a smaller room, containing Zealot and a bug. Have a chat with him. You'll be left to fight a Cerci Queen. Dispatch her and pick up the Danger Room Disc behind her, containing both Moves 103 - Triple Hit (DRC103) and Moves 104 - Throw (DRC104). Now head back the way you came, plowing through the Zealot Minions and blast the rubble behind them to go through, back to the large room you were just in. Head out the top of this room, and break down another door, as well as the last Cerci Queen and another appearance by Zealot. Kill the Queen, and proceed to the next room, with an Xtraction Point. I'd suggest saving, as there's a boss fight nearby. Guess who: Zealot! After you've stomped him to the ground, keep going down the open area through another doorway, and your next objective is complete. Go ahead and use the Old Console, opening the way to the Genosha Seawall. Also, this gives you another prompt for a mission briefing, so feel free to head back to base for that. ------------------------------------------------------------------------------ Genosha Seawall (A1GS) Suggested characters: At least one Brotherhood character (Magneto, Juggernaut, Toad), a flyer, and someone with Might level 2. Objectives: Gained Objectives: Jailbreak- Step 1: Disable the [Dirigible Moorings] in the {Genosha Seawall}, 8 total Step 2: Help [Mutant Prisoners] escape in the {Southern Habitats}, 11 total Step 3: Help [Mutant Prisoners] escape in the {Northern Plaza}, 6 total Under Pressure- Step 1: Defuse all Bombs on the [Genosha Seawall] by destroying the {Detonators}, 2 total Optional Objectives: Help Blob repair the cracked [Genosha Seawall] before all of Genosha is flooded Okay, head through the door ahead of you to get some objectives. Straight ahead of you are two Moorings. Bust them up, and there's only six left. If you look at your map, you'll see all six right there. I suggest a clockwise path around the place. After you bust all eight Moorings, Varese (the guy who gave you the job) tells you he's set to go. So we are, too. Head up out the other side's steps. From where you enter, head counterclockwise (most likely to the right) and fight through some soldiers and demons to get to a Security Console. Bust out your Brotherhood mutant to open the door for a Homing Beacon (A1HB4), and a bonus Blink portal when you go back. You might want to hold off, though, since the enemies there will beat you silly. Anyways, it's not really necessary to go there until you have four of them opened, since only then can you get all the Iron Man Armor parts and then collect Iron Man. But I'm getting ahead of myself. Head back out, and continue exploring. If you keep going counterclockwise down the hall, and in the second door on your left, then through the room, you'll wind up in a room kind of shaped like a plus sign. In the room off the far end of the room (from where we came in) is a Tech Station Energy (A1TS05). Off of another point of the plus sign room is a room with Blob in it. He gives you another Objective, so feel free to help out. It's not like you're doing anything else, and plus, the Objective points are in the room you're in now! Well, they're up top of the room you're in now. Use a flyer to get up there, then beat on the detonators. Once this is done, an Optional Objective pops up. To accomplish this, use your Might character and go to the big thing in front of Blob, and press square. Now, you get to fight alongside Blob against some soldiers and demons. Now, consider the wall that was behind Blob as north. Head out the west exit, and follow the hallway to the south. Go out the west door, and the exit to the Southern Habitats (and lose a few tons while you're at it). ------------------------------------------------------------------------------ Southern Habitats (A1SH) Suggested characters: Magneto/Jean Grey Objectives: Current Objectives: Jailbreak- Step 2: Help [Mutant Prisoners] escape in the {Southern Habitats}, 11 total Step 3: Help [Mutant Prisoners] escape in the {Northern Plaza}, 6 total Well, first things first is to whomp on Lady Deathstrike. Go figure. Once you're done there, continue past to get to an Xtraction Point and the entrance to the Northern Plaza. Don't go there yet, as we have unfinished business here. Considering the Northern Plaza entrance as north and the Genosha Seawall entrance as south, I'm starting off by going west. Beat on the soldiers and hounds, then head through the (off the previous directions) north door. Go down either side of the corridor to get to a very large room, with a recessed area. Two Prisoners are down there, but it's kind of hostile right now. Kill off all the enemies around, then head up along the paths above the Prisoners. Bust out the glass to get to a small area with two consoles, and some soldiers. Kill the consoles, then use the soldiers.... Wait, reverse that: kill the SOLDIERS, then use the CONSOLES. Head back in to the recessed room, and talk to the two, now freed, Prisoners. Head back to the room just off the big room you fought Lady Deathstrike. Open the door here, and head through. Head along either side, then out to the next room. Talk to the Prisoner here, Caleb-Bann. He opens up a door for you (I believe the XP I found here are replaced by a Homing Beacon if you've not collected 4 by this point; can someone confirm this?). Follow along this area that's not on the map, to another door. There's a few energy doors here, along with a center room with a Console. Um, push the button, maybe? This opens up the energy doors for three more prisoners. Now head back out, across the room you fought Lady Deathstrike, to another room, setup like the one we just came from. Now, you can't get to the control boxes here, so bust out Magneto or Jean Grey and use Levitation or Telekinesis to operate both of them. Both of them lead to essentially the same thing (three prisoners, a control box, and some soldiers and hounds) but the one (again, going by the Northern Plaza entrance as north and the Genosha Seawall entrance as south) to the north has a Comic Book (A1CB03) in the room farthest to the east. Rescue all the Prisoners in each area, and your eleven Prisoner goal is accomplished. Now you can head back to the Northern Plaza entrance and head through, though you might want to save the game at the Xtraction Point. ------------------------------------------------------------------------------ Northern Plaza (A1NP) Objectives: Current Objectives: Jailbreak- Step 3: Help [Mutant Prisoners] escape in the {Northern Plaza}, 6 total Gained Objectives: Jailbreak- Step 4: Speak with [Blink] in the {Sanctuary} Head on down to the lower floor, wiping it with the hounds. Under one of the staircases is a Data Disc (A1DD3). Okay, all the directions I'll give here are based off of the Southern Habitats entrance as being south. Head up the northwestern stairs. Head off to the west, and at the end of the corridor is a room containing two Prisoners. Break down their cell walls and free them. Head back towards the Southern Habitats entrance and go up the northeast stairs. You'll find the setup here to be much like the one you just came from, so do the same, just mirrored. Head back out towards the Southern Habitats entrance, but stay on the top level. Over in the western-most door, there's a Prisoner, along with a Danger Room Disc (DRC100). There's also a console here to listen to Mr. Sinister's lab notes. In the second eastern-most corridor (one that's still heading straight north) is the sixth Prisoner. This updates your Objectives. Head back out and go in the farthest east corridor (the diagonal one). Hey, it's Mr. Sinister! Where you goin'? Damn. At least he left behind some XP (or a Homing Beacon, if you STILL haven't collected four by now). Be nice and bust out the two mutants that are trapped by Sinister's machinery (the two things that kind of look like what Mr. Sinister left by). Now head back out and head up the center straight corridor (the only one we haven't gone down yet). Down the hall here are some hounds, and the entrance to the Grand Hall. Feel free to head back and talk with anybody and everybody back at base, though, since talking to Blink IS one of your Objectives. ------------------------------------------------------------------------------ Grand Hall (A1GH) Objectives: Gained Objectives: Optional Objectives: Save Pyro- Save [Pyro] from the torture device in the {Grand Hall} Look at that! Right off the bat here is GAME TIP #16: Stronger characters can throw people by pressing square and using the left analog stick to direct the throw 'Kay, let's see: three doors, one with two red Xs behind it, one with a console next to it, and one open.... Let's go with the rex X door. It's Pyro! And he wants your help. Um, let's try destroying the things marked with red Xs (the generator-looking things). One door down, two to go. Let's go with the one that's already open (yes, I realize that helping Pyro opened the other one by the console, but that comes later...). Hey, isn't that just nifty! A Tech Station Body (A1TS06). Give it to someone who can use it. Okay, NOW let's go through the door the soldiers were kind enough to break down for us. There's a whole lot of action goin' on here, so be sure not to get lost. On the other side of the first collapsed pillar is a Data Disc (A1DD4). That makes a set, so you'll be able to hold more Energy Packs. On the last balcony on the west side (if the entrance to this room is south) is a Sketch Book (A1SB03). Just past the last balcony on the east side is a collapsed pillar. Between it and the east wall is another Weapon Cache (A1WC02). Head down to the end of the room, and there's an Xtraction Point. Save, then use the console next to the big door and wait for it to go down, then head to the Genosha Council. ------------------------------------------------------------------------------ Genosha Council (A1GC) Objectives: Gained Objectives: Into the Void- Step 1: Defeat [Abyss] Step 2: Speak with [Professor X] in the {Sanctuary} Well, Pyro's left you, and if the loading screen's any idea as to what's coming up, there's a good reason for him to leave. If you forgot to use the Xtraction Point in the Northern Plaza, they have this purple one here for your use. But oh, guess what? It only lets you change your team. Well, head on through the big door. Well, looks like the load screen was right. Big ole boss fight, versus Abyss. I'm a cheater, so I took him down with no problems. You, on the other hand, may not be a cheater, so you might need some help. As of version 1 of this walkthrough, no help here. Go check the boards or something. If people want to send in their strategies for boss fights, feel free, and they'll be added in in the next version. After you whomp on Abyss, he runs away. PANSY! Chase after him, then hop on the blimp. Now, you have to blast the blimp out of the sky. To accomplish this, you have to throw bombs at it. Kindly enough, Abyss tosses them at you. Just be sure to get out of the way when he does so, head over to the bomb, pick it up, and toss it at his blimp. After blasting his blimp out of the sky, he hops over to yours. Continue Abyss' beatdown. Now, he sucks you in to his chest's dimension. Kill off the critters, then arm the two bombs on the level you're currently on. Use the little tornado-looking thing to go to the other level, and arm the two bombs there. Congratulations. You've just survived your first full boss battle. Grizzly and Lady Deathstrike were just sub-bosses. Oh well, on to the Sanctuary! ------------------------------------------------------------------------------ Interlude 2: The Sanctuary (I2TS) Objectives: Current Objectives: Into the Void- Step 2: Speak with [Professor X] in the {Sanctuary} Well, while we're here, even if you're not high enough level to take on the enemies yet, let's go to the Secret Bonus Area opened by collecting four Homing Beacons. Once that's done, talk to Prof. X. ------------------------------------------------------------------------------ Secret Bonus Area (A1SBA) Objectives: none There's only a few things to do here: use the three Consoles, then pick up Ironman's Gauntlets. However, there are a few enemies standing in your way. There's one pair of enemies in front of each Console. There's also one big-ass Titan that pops out once you've used all three Consoles. If you can deal with all that, go ahead and pick up the Gauntlets. Now head back to the Sanctuary. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Act 2: (A2) Hidden Stuff: 4 Comic Books, 6 Concept Art in 2 Sketch Books, 4 Homing Beacons, 4 Data Discs, 6 Tech Stations, 1 Iron Man Armor, 5 Weapon Caches, 5 Danger Room Discs ------------------------------------------------------------------------------ Interlude 3: Avalon (I3A) Objectives: Gained Objectives: Certain Destiny- Destiny, a mutant with the power to foretell the future, is missing. Mystique may have information on her whereabouts. Step 1: Talk to [Pyro] Step 2: Find [Mystique] in the {Jungle Canal} Well, new environment, same setup. Only now it's Forge instead of Beast (for obvious reasons). Also, the Trivia Game is now opened up for Act 2 (TTGA2). If you have on other business (Danger Room, buying/selling items, etc.) head on down and talk to Pyro (he's in the little area just off the main circular part). Now head on out. ------------------------------------------------------------------------------ Jungle Canal (A2JC) Suggested characters: Someone with Flight Objectives: Current Objectives: Certain Destiny- Step 2: Find [Mystique] in the {Jungle Canal} Gained Objectives: Certain Destiny- Step 3: Defeat [Garokk] Step 4: Rescue [Destiny] in the {Jungle Canal} Step 5: Talk to [Mystique] in {Avalon} Look at that, another one! GAME TIP #17: Use R2 and the directional pad to cycle through your skills. Keep pressing the same direction to change the skill assigned to the button in the same spot (Up=Triangle, Right=O, Left=Square, Down=X) Head on up further. Well, that's one step down. Onward! Soon, we come to a circular area around a tree. Head around the tree for a Danger Room Disc (DRC2CC). Follow along the path, and if you watch your map, you'll see an exit icon there, but no exit. Walk over towards it, and the ground will break, opening the way to the Cave. Just waltz along the way, fighting the bugs that come at you, and you'll find a Data Disc (A2DD1). Break the rocks down that are nearby the Data Disc to open the exit from the Cave. Now, go over to the OTHER Cave entrance. Soon after entering, you'll come to a fork. Head down the part that doesn't have an exit icon to find a Homing Beacon (A2HB1) (this Act's ones are yellow, though this one looks green to me). Head down the other fork to exit the Cave. Team, meet Garokk. Garokk, meet team. Team, kill Garokk. Head on back using the Teleport Pad to take you back to the entrance of the Jungle Canal, then back to Avalon. ------------------------------------------------------------------------------ Interlude 4: Avalon (I4A) Objectives: Current Objectives: Certain Destiny- Step 5: Talk to [Mystique] in {Avalon} Gained Objectives: The New Ice Age- Stop Apocalypse's forces before they destroy the alien Atmospheric Generators and turn the Savage Land into an Antarctic Wasteland. Step 1: Protect the [Atmospheric Generators] in the {Jungle Ruins} In Avalon, there's a whole lot more people to talk to: Angel, Mystique, Destiny and Garokk, even. Talk to the lot of them, though Mystique will finish an Objective for you, and Angel will give you a new one. Now a half-naked due is standing near the other exit of Avalon: Ka-Zar. Head on out through the exit past him into the Jungle Ruins. ------------------------------------------------------------------------------ Jungle Ruins (A2JR) Objectives: Current Objectives: The New Ice Age- Step 1: Protect the [Atmospheric Generators] in the {Jungle Ruins} Gained Objectives: No Way In - No Way Out- Hidden deep within the Savage Land is an ancient Nuwali Monument. Beast may be located here. Find this ancient structure before all is lost. Step 1: Locate the Hidden Entrance to the Ancient Monument in the Jungle. Now why the game won't let you beat on the soldiers WHILE they're beating on the Generator, I don't know. But, that leaves us with two to protect. Head on down the path, and as it starts to curve, there's both a Weapon Cache (A2WC03) and another Homing Beacon (A2HB2). Head on up the path, and you'll see the next Generator, along with a Comic Book (A2CB04). You'll need to protect the Generator from the enemies that spawn nearby for a little while, then you get a message from Angel about the next Generator. Head on down the path once again. You'll find the next Generator here, along with a Tech Station Health (A2TS07). Angel will call again, saying they're attacking the other Generator again, so rush back and whup ass. Oh, and don't worry about using wide-range damage skills, they don't hurt anything you're supposed to protect. You're left with Petrovitch, along with some dialog choices. Clean up afterwards, picking up anything that might have been dropped, save back at the Xtraction Point, and proceed on to the Jungle Pass. ------------------------------------------------------------------------------ Jungle Pass (A2JP) Objectives: Current Objectives: No Way In - No Way Out- Step 1: Locate the Hidden Entrance to the Ancient Monument in the Jungle. Gained Objectives: No Way In - No Way Out- Step 2: Defeat [Sauron] to gain entrance into the Monument Follow the path along, and you'll come to a fork. Head down the right-hand side path, and you'll come to two Cave entrances. Head in the left-hand Cave, and along the path, you'll find a Homing Beacon (A2HB3). Continue along the path for the Cave exit. Head left out of the exit (while the exit's to your back) and you'll come to some ruins. Near the top of the ruins (i.e. not heading along the path) is a Comic Book (A2CB05). If you keep following the path, along the ruins, you'll get back to the original fork. So, go back past the Cave entrance and hop over the fallen log. This leads to the other Cave's exit, where some soldiers were planning an ambush. Emphasis on WERE. (Should you have come out this way instead of going through the left-hand Cave, the soldiers would have sprung a fence around you; just break the Generators nearby and blast the soldiers; you can also Levitate or Telekinesis a soldier into the fence to break it). Now that the whole branching path thing is over with (for now), head on down the unexplored path, and another Cave is visible. Head on in. Here are some laser tripwires. Try using a long range ability to blast the bits with the blue Xs over them. You'll eventually get to a Weapon Cache (A2WC04). Head on out the other Cave exit. Here, you'll find a Tech Station Speed (A3TS08). Head back through the Cave and to the Jungle Pass. Keep following the path along the direction you were heading before you got sidetracked (um, the bit of the map that you haven't got yet). Another Xtraction Point, and another Cave. Save at one, then head in the other. Shortly along the path, after dealing with some soldiers, is a Sketch Book (A2SB04). Keep heading down, and there's a Cave exit. Now is it me, or does Sauron sound like the Crypt Keeper from Tales from the Crypt? Whether he does or doesn't, whomp on him. After doing so, head up to the big door, and enter the Nuwali Shrine. ------------------------------------------------------------------------------ Nuwali Shrine (A2NS) Suggested Characters: someone with Might Objectives: Current Objectives: No Way In - No Way Out- Step 2: Defeat [Sauron] to gain entrance into the Monument Gained Objectives: Beyond the Threshold- Gain entrance to the Beyonder's Council by unlocking the ancient gateway that protects it. Step 1: Locate a [Mystic Stone] in the {Nuwali Shrine} Step 2: Locate a [Mystic Stone] in the {Nuwali Corridors} Step 3: Place the Mystic Stones in the Ancient Doorway Statues of the [Nuwali Gateway], 2 total Well, there's three ways you can head out from this first room. All the directions I'll give are that the entrance of the first room is south. Head through the east door. Follow the path around and you'll get to a small room with two statues you can push. Bust out your Might character and push both of them; a third becomes available for pushing, so do that, too. And the way is opened to.... A Tech Station Body (A2TS09). Once you use the Tech Station, the door nearby opens, so head through. Head down through the southern door and there's a Homing Beacon down towards the southeast corner (A2HB4). Follow the path around, and you'll come to a red X on the map, along with an arrow. Step on the panel the arrow's pointing on. From here, you can head out on the little balcony thing and drop down in the water, head out and pick up the Mystic Stone from the raised stone area. Oh, but wait, you sense a trap. Head through the southern door, and out through the door to the west (not the western door from the entrance room, but the western door from the room just off the "water room"). Down at the far end of this room is a Danger Room Disc (DRC203). Head through the northern door, and through the rooms. Head over to the red X/red arrow and step on the plate. The Mystic Stone is now safe for the taking, so do so from the "water room". Head back through to the entrance room, and head through the west door. There's some breakable bits just past the door; break them to find a Comic Book (A2CB06). The exit here goes to the Nuwali Corridors. ------------------------------------------------------------------------------ Nuwali Corridors (A2NC) Suggested character: someone with both Flight and Might. Rogue is the most likely, as the only other character with both is Iron Man, and on your first play through, you won't have him. Then again, you can use Jean Grey or Magneto, as long as their Telekinesis/Levitation can act as Might level 2. Objectives: Current Objectives: Beyond the Threshold- Step 2: Locate a [Mystic Stone] in the {Nuwali Corridors} Step 3: Place the Mystic Stones in the Ancient Doorway Statues of the [Nuwali Gateway], 2 total Gained Objectives: Tomb Raiders- Discover where the Vibranium is concealed within the Nuwali temple and return it to Ka-Zar before it can be used by the army of Apocalypse Step 1: Locate the Vibranium Idol Well, look at this! A Tech Station Energy (A2TS10) and Xtraction Point, all at the start! Someone must love us. Well, let's try heading down a passageway that DOESN'T start off going to something Nuwali (that would be to the south, since we came west into this room...). Well, this is a big ole room. Head up to the Mystic Stone, but you sense another trap (yay common sense!). So there's three exits out of this room. Head out to the east. Once you get to the end room (with the red X/arrow) there's a Comic Book (A2CB07). As you head in to touch the switch, many Guardians come out to try and make you into a sacrifice. Flip the tables on them. As you head out, look on your map. There's a room with seemingly no entrance (well, you can kind of look on the screen, too). Break down the wall for a room with a Weapon Cache (A2WC05), along with another breakable wall, this time with a Data Disc (A2DD2) behind it. Head back to the room with the Mystic Stone in it, and head through the western door. Uh oh, can't get across? Well, you could if you listened to me and brought along Rogue. Fly on down the corridor, avoiding the obstacles, and pick up the Sketch Book (A2SB05). Push the block out of the way, and trigger the Guardian Switch. No Guardians pop out, this time. Head back to the Mystic Stone, and pick it up (finally). Head out through the doorway to the south, and see the entrance for the Elemental Tomb. You're not going that way, yet (owned!). Head back to the room with the Xtraction Point, and out through the western doorway to the Nuwali Gateway. Yes, I know there was an entrance to the Nuwali Gateway from the Nuwali Shrine, but for what you need to accomplish there, you needed the Mystic Stone from here, first. Hey, if you don't like my guide, try making your own, dammit. ------------------------------------------------------------------------------ Nuwali Gateway (A2NG) Suggested character: someone with Might, someone with Flight (for ease in some areas) Objectives: Current Objectives: Beyond the Threshold- Step 3: Place the Mystic Stones in the Ancient Doorway Statues of the [Nuwali Gateway], 2 total Tomb Raiders- Step 9: Locate the Vibranium Idol Gained Objectives: Wow, right from the start, you're attacked. Try to stay in one area, since you'll have enemies coming from down the corridor and through the doorway that's just ahead of you when you enter. Head down the corridor, and you'll reach a room with little pathways of water. Try to stay on those little pathways, as stepping off near the big statues will get you a blast of fire. Follow along to the end room, where there are three exits (two doors and one breakable wall). Behind the breakable wall, there's a maze that pops up (though all the walls are easily destructible), with some XP (would be a Homing Beacon, if you haven't collected 4 by now). Head back, and through the door that's across from the wall you just broke through to get to this maze room. Have someone fly over to your left as you enter (past the two columns is a safe area to land) and there's a spot for a bridge to be built, so do so. Also nearby to the bridge area is a door you can head through to get to a spot that's not on the map. Inside is a Data Disc (A2DD3). This is a big ass room and it's quite good to have a flyer here, as they can just head around the borders. If you keep along the wall the "hidden room" was on, it will lead to where you would've come in if you'd came straight from the Nuwali Shrine. Keep heading around the edges and you'll get to another "landing area". If you break through the walls here (also through the walls on your right for a Danger Room Disc (DRC204)) you'll get back to the doorway that was across from you when you entered. So, let's head back to the big ass room and fly back to where we came in from. Just follow the pathway, making bridges as you go. The first bridge leads to a box with some Tech Bits on it, along with two Health and Energy Potions. The second bridge just leads back to the area we've already covered, while the third bridge leads to more Tech Bits. There's only one unexplored area left on the map, and that's the other door off of the watery path area, so head back there (move around in the big room until you get to either of the paths heading out that don't go direct to the Nuwali Gateway, and follow the semi-straightforward path back to that crossroads room at the end of the watery path area). Head through the doors, and be assaulted by some enhanced soldiers. Head through, and there's a large room, with more enhanced soldiers, and an Xtraction Point in the middle. There's some weird-looking statues making funny noises, and at the end, the two spots for the Mystic Statues. Go ahead and place them. The door opens ahead of you, and Shanna and Prof. X have a chat with you. BTW, if you saw those green arrows over the switched, it is safe to pull them. They open portals that both head to the area the XP/Homing Beacon was, in the room the maze popped out of. It's also not really necessary to head back, as nothing relevant has popped up, except that Ka-Zar will give you the Mission Briefing for the Anti-Metal mission. So head on through the big ole doors to the Beyonder's Sanctum. ------------------------------------------------------------------------------ Beyonder's Sanctum (A2BS) Suggested character: Iceman Objectives: Current Objectives: Tomb Raiders- Step 9: Locate the Vibranium Idol Gained Objectives: The Beast Within- Rescue Beast before Mikhail's order of execution can be carried out. Well, it would appear the Omega Red will be here, somewhere. Though that's just a guess, given that HE'S ON THE DAMN LOADING SCREEN. Anyways, follow along until you're through a door. There's a Danger Room Disc (DRC200) along one wall, just past some weird blue spinning thing and a blue electronic thing. Can't bust the spinny thing, can bust the electronics. Follow along, and there's stairs leading down to a room with lots of spinny things and electronics. Wedged between one of the far staircases and the wall is a Data Disc (A2DD4). Now you can hold two extra Health Packs! Yay! There's three exits out of the room; two lead the same way (around to a pillar, douse the flame by the pillar and it reveals Tech Station Focus (A2TS11)). Once you do that, head up on the platform with the Xtraction Point and out that door. You might want to save at the Xtraction Point first. Follow the corridor along, and there's the cause for the loading screen: Omega Red. Whomp him down, and a portal opens up. Don't head through yet, since there's more to see here. Diagonally across from the entrance to the room is a Weapon Cache (A2WC06). NOW head through the portal thing that opened to Mikhail's Warship. But wait, that will finish off the Act, without all the Objectives! We can't have that, now can we? Head back to the Nuwali Corridors and to the Elemental Tomb. ------------------------------------------------------------------------------ Elemental Tomb (A2ET) Suggested character: Sunfire (with Ionize as high as you can get it) or Iceman, a Bridge builder or someone with Flight, someone with Flight Objectives: Current Objectives: Tomb Raiders- Step 9: Locate the Vibranium Idol The Beast Within- Gained Objectives: Tomb Raiders- Step 1: Locate the Fire Skull Step 2: Locate the Water Skull Step 3: Locate the Earth Skull Step 4: Locate the Air Skull Step 5: Return the Fire Skull Step 6: Return the Water Skull Step 7: Return the Earth Skull Step 8: Return the Air Skull Step 10: Return to [Ka-Zar] in {Avalon} Hokay, head on up the corridor, and out through the doorway ahead of you. There's a red X, that must be important. Turns out it is, and somehow Ka-Zar can decipher the tablet without being there. Well, on with the new Objectives. Head back to the room you just came out of (the one with three exits) and head out through the side with the collapsed pillar resting on it. Make a left as soon as you enter the larger room with the lava in it. Follow the wall down for some XP (that would be a Homing Beacon if you STILL hadn't picked four up by now). Now, head back to the bridge. Whip out Sunfire here, as the Skull is surrounded by fire. If Sunfire has Ionize up high, it will deal much less damage, and if it's maxed, he'll take none at all. Or, you can use Iceman to freeze the fire (putting it out) so that the whole team can walk out on it. Pick up the Fire Skull, and head down the other bridge (or at least out the door near the other bridge). Follow the path into the next room. Head around either side; both ways lead to a spot you can make a bridge from. Pick up the Water Skull, activate the Xtraction Point nearby, and pick up the Danger Room Disc (DRC2CG) and head out the door nearby. Go through the next door, and downstairs for a Tech Station Striking (A2TS12). Head back up, and through the next door. Follow the hallway around to the Earth room. Nothing special here, just bust down the rocks surrounding the Earth Skull and pick it up. Head through the next door and down the hallway. Wander around the Air room, and you'll find a Weapon Cache (A2WC07), along with the fact that you'll have to fly to get the Skull here. Once you pick that up, head back to the center room (the one with the tablet Ka-Zar deciphered for you). Place the skulls on their respective platforms (you should be able to find them, they're under big red arrows). You'll notice that as you place the Skulls, there's a little platform that rises skull by skull. The Idol pops up here once you place all four Skulls. Like the Objective says, head back and chat with Ka-Zar in Avalon, then head back to the Beyonder's Sanctum and through the portal past where you fought Omega Red, and on to Mikhail's Warship. ------------------------------------------------------------------------------ Mikhail's Warship (A2MW) Suggested character: Colossus (family reunion!) Objectives: Current Objectives: none Gained Objectives: The Beast Within- Step 1: Defeat [Mikhail] Step 2: Free [Beast] from Mikhail's trap Step 3: Talk to [Professor X] in {Avalon} Well, this is certainly a change of scenery, huh? Shortly after arriving, Mikhail's Bodyguards start a fight. Wipe the floor with them, then use the Door Controls, and head on. There's another of those purple Xtraction Points, so if you have any last minute changes to your team to make, do so now. Beat on all on Mikhail's clones. This then sends you to a large room, with some very strange enemies. They turn into Control Panels when defeated. You need to defeat them on the circular bits, once for each bit. Each time you do this, a laser erupts from Mikhail and circles the room. After getting all four, beat on Mikhail some more. WTF? The boss is beaten, but there is more? There's a door across from the entrance to this room (well, actually diagonally across) that opens after Mikhail is beaten. Head through it. The Console isn't functioning, so bust it up. Afterwards, talk to Beast for Blink to open a portal back to Avalon (that saves some time...). Head through, and chat with Prof. X to move on to the next Act. ------------------------------------------------------------------------------ Secret Bonus Area (A2SBA) Objectives: none Just head down the corridor, dealing with the enemies as they come. At the end, bust the last few enemies down, and out pops Ironman's Chest Plate. Pick it up, and head back to Avalon. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Act 3: (A3) Hidden Stuff: 4 Comic Books, 9 Concept Art in 3 Sketch Books, 4 Homing Beacons, 4 Data Discs, 6 Tech Stations, 1 Iron Man Armor, 10 Weapon Caches, 7 Danger Room Discs ------------------------------------------------------------------------------ Interlude 5: Weapon X Facility (I5WXF) Objectives: New Objectives: Rotten to the Core- The nuclear power plant known as "The Core" is Apocalypse's primary source of power. Destroy it and his forces will be starving for energy. Step 1: Talk to [Angel] Step 2: Take X-Jet to the Core Infinite Possibilities- Shut down the Infinite Factory and stop the endless supply of clones it generates for Apocalypse's army Step 1: Talk to [Heather Hudson] in the {Weapon X Facility} Step 2: Take X-Jet to the Infinite Factory Once again, same stuff, new surroundings. Forge is up on the second floor with some new inventory, along with Angel, who has the Trivia Game (TTGA3) (on the same side); across from them are Heather's room and the room with the Danger Room Computer and Review Computer. Down on the ground floor are Wolverine, Prof. X, the Hero Stash, and the Mission Computer. Chat with Heather and Angel. Oh, and do check out the new alternate costumes for everyone. Everyone has at least one alternate, now. Even the unlockable characters. I especially like running around with Age of Apocalypse Sunfire (the one that all on fire). He's cool (Hah! that was a funny!). Well, there's not a whole lot left you can do, so head on out with the X-Jet (parked out through the door next to the Xtraction Point). And who do we see next to the X-Jet but Havok! Hey Havok, what's goin' on? He's our pilot for these missions, so hop on in the X-Jet and head off to the Core. ------------------------------------------------------------------------------ Core Interior (A3CI) Suggested characters: Iceman (for fires), a character with Might and Flight Objectives: Current Objectives: Rotten to the Core- Step 2: Take X-Jet to the Core Step 3: Attach [Forge's Transmitter] into a core console in the {Core Interior} Step 4: Lower [Core Shields] using Shield Controls in {Core Security} Infinite Possibilities- Step 2: Take X-Jet to the Infinite Factory Well, were' halfway to our objective already! We're in the Core Interior, so all we have to do is find the console thing. With the Recall beacon (where we came in) being south, head west. There's a blue Homing Beacon (A3HB1) here, along with some enemies. Go back to the room you just came from and head east. Around the east side of the room is: GAME TIP #18: (thought you'd seen the last of these, huh?) There are some enemies with invulnerable shields, breakable with a special combo. The combo needed is listed under their name. For example: Popup Shield would require the Popup Combo of X+X+O Around the northwest corner of this room is a Data Disc (A3DD1). Keep following the path around and you'll eventually reach a Security Panel. Use it, and Forge lets you know how he's doing, opening up the doors ahead of you. Head on through. Turn to the south as you enter the next corridor, and the room here has a Danger Room Disc in it (DRC2CI). Head back up the corridor, and in the first door you pass (that you haven't already been in). Up in the top corner of the room here is a situation you've dealt with before: you need a character with both Might and Flight. And if you're playing for the first time, you probably only have one character who can do this: Rogue. Have her fly over to the wall above the blue ring thing, hammer on the wall, and it opens to a Tech Station Speed (A3TS13). Once the wall's busted, any flier/teleporter can get there, so Rogue's not the only person who can use it. Head through the other door here, and back out in the corridor, just past the forcefield. Use the panel to disable the forcefield, and head on down the corridor once more. In this room, there are bastardly enemies: enhanced undercloaks. They can disappear on you, and when they do, they can't be physically attacked. So bust out your wide range energy skills (Iceman's Arctic Burst works wonders, since it slows them, too) and go to town. If it doesn't happen while you're fighting the undercloaks, you'll need to break down the center wall to get into the next room. Out through the next door, look down the short end of the hallway, and behind the breakables is a Weapon Cache (A3WC08). Head through the door at the end to go to Core Security. ------------------------------------------------------------------------------ Core Security (A3CS) Objectives: Current Objectives: Rotten to the Core- Step 4: Lower [Core Shields] using Shield Controls in {Core Security} Step 5: Shut down [Security Gate] in {Core Security} Step 6: Lower [Control Rods] in the Yellow Sector of the {Core Reactor}, 2 total Step 7: Lower [Control Rods] in the Blue Sector of the {Core Reactor}, 2 total Infinite Possibilities- Step 2: Take X-Jet to the Infinite Factory This first room is BIG. With the Core Interior door as south, head east down the corridor. The first door on the left holds a bathroom along with and Xtraction Point. The next door down holds another bathroom. The next door down hold some enemies (as if the previous two had none), though if you head through the door at the top of this room, there's a storage area with a Danger Room Disc (DRC303), along with lots of breakables for lots of Techbits and Potions. Head through the other door in the previous room, as you won't be able to break through the big doors just south of this room with the multiple exits. Break through the southern wall of this office-type area, and head further along the corridor. The Core Security console is just downstairs, but it's non-responsive, so blast it, along with all the surrounding bits. Hey, that worked! Head back to the Core Interior entrance, and down the other part of the corridor. Head through either if the first two doors (as the wall between is destructible) and break the far wall of the second room. Inside is a Weapon Cache (A3WC09). Head back to to the corridor, and in the next door. Okay, granted, the next door has nothing special, just some more enemies and breakables. So on to the next door. There's a big door at the end, along with a control panel. Gee, does one control the other? Let's find out.... Looks like it! Bust up the enemies, then use the Reactor Security Control. Damn, it doesn't work. Well, do what we always do when something doesn't work right away: HULK SMASH! Now why does that always work? Anyways, since we already went the other way and smashed the Security Gate controls, we can move on direct from here. Head back on down the corridor, and the next room you pass has some enemies in it, along with an extra room across from the entrance with some breakables. Keep going down the corridor, and on to the Core Reactor. ------------------------------------------------------------------------------ Core Reactor (A3CR) Objectives: Current Objectives: Rotten to the Core- Step 6: Lower [Control Rods] in the Yellow Sector of the {Core Reactor}, 2 total Step 7: Lower [Control Rods] in the Blue Sector of the {Core Reactor}, 2 total Infinite Possibilities- Step 2: Take X-Jet to the Infinite Factory Gained Objectives: Rotten to the Core- Step 8: Destroy [Coolant Pumps] in {Core Control}, 2 total Well, given that the Objectives refer to a Blue Sector and a Yellow Sector, and there's blue and yellow arrows on the floor, let's head through the door with no arrow in front of it. Oh, wait. We can't. So, let's head to the Yellow Sector. Well, there's a Yellow Control box with a handy green arrow over it, but we need to drop the rods here first. So head on through the door. Follow around to a door with "Reactor" on the ground in front of it. In here, surprisingly, is a reactor, with Yellow Rod Control for yellow rod bundle 1. Go ahead and push the button, then head through to the second Yellow Rod Control. Push that button, too. Now there's two other doors aside from the one we came through. One has "Yellow Sector" in front of it, but you can't open it. The other (across from the door we entered with) is openable, so head through. Keep going on and at the end is another door with "Yellow Sector" on it, and surprisingly enough, like the last one, won't open. So head back to the Yellow Control and hit the button. Head back through the original room, and out through the blue arrow door. Go figure, the rooms here are mirrored versions of the ones over in the Yellow Sector. So follow the last few paragraphs, replacing "Yellow" with "Blue". Once the Blue Control's been tripped, head back to the original room. NOW we can head through that door, picking up the Comic Book (A3CB08) along the way. Head through to the room with a T-junction. Just over the blue reactor pit (i.e. fly over it) is a Homing Beacon (A2HB2). Now head through either door back into the Sectors, and follow the map around to the Xtraction Point (it's in the last room you couldn't get in to before). Save, then head through the door at the top to Core Control. ------------------------------------------------------------------------------ Core Control (A3CC) Suggested characters: someone with Flight Objectives: Current Objectives: Rotten to the Core- Step 8: Destroy [Coolant Pumps] in {Core Control}, 2 total Infinite Possibilities- Step 2: Take X-Jet to the Infinite Factory Gained Objectives: Rotten to the Core- Step 9: Defeat [Sugarman] Step 10: Release [Safety Mechanisms] in {Core Control} Step 11: Talk to [Angel] at the {Weapon X Facility} Looks like a boss battle's looming in the wings, here. Follow the path around, and head in the first door. We'll have to work our way around those lasers, so head in the first door. What? No door out? We'll make one, then. Break through the wall, then head out the door in the next room, and back down the corridor for the Sketch Book (A3SB06). Head down the room here, and in through the first door you come to. This leads to a room with destructible walls, overlooking a Coolant Pump. Destroy it (somehow you just KNOW it's the Yellow Reactor Pump) and head ALL the way back to the level entrance, and head through the other door. Oh, well, guess we should've come here first, then? Given that the walk after destroying this Pump to the now-open door, just past the door to the Yellow Coolant Pump would have been much shorter. But too bad. You go by my guide, you go how I do, dammit. Now head back to the door past the one you took to get to the Yellow Coolant Pump (past the laser grid, just down the hall). Well, now, did I call it or did I call it? Beat on Sugarman some, and afterwards, before you use the Safety Mechanisms, roam around the room to find a Weapon Cache (A3WC10). After that, hit the button for the Primary Power Console. Use the Blink Portal to head back to base, talk with Angel, like the Objective says, do what you will here, then head out via the X-Jet to the Infinite Factory. ------------------------------------------------------------------------------ Factory Entrance (A3FA) Objectives: Current Objectives: Infinite Possibilities- Step 2: Take X-Jet to the Infinite Factory Gained Objectives: Infinite Possibilities- Step 5: Destroy [Infinite Engineering] Step 6: Destroy [Genetic Processing] Step 8: Destroy [Mutant Fusion Core] Optional Objectives: Infinite spy needs codes- A member of Department H needs codes from a computer Console Well, here's Guardian. Oh, it THAT all you want us to do? I thought you might want us to do something DIFFICULT like make toast or something. Just destroy a few places? We can do that. Once again, a game tip: GAME TIP #19: There are some enemies with invulnerable shields, breakable with a special combo. The combo needed is listed under their name. For example: Knockback Shield would require the Knockback Combo of X+O+O+O Head through the small corridor in between the two paths from this main room. Behind the breakables, there's a Decryption Module. Boy, you hid THAT well, Guardian. Even left a big friggin' red X on the map to not tell us where it isn't located. Anyways, head through the door the Game Tip is located. Now that we got why the Game Tip was there behind us, we now have a plus-shaped crossroads. With the way we came in as south, head east. At the next plus crossroads, head south for an Xtraction Point, and further east for the Fusion Core door. Don't head there, yet. Instead, go north at the second crossroads to download some Spy Codes. Go back to the first crossroads and head north. As we head up, in the little area that includes the door to Genetic Processing, there is a Data Disc (A3DD2). Head back to the first crossroads and head west. At the first junction, head south to chat with the Department H operative. While going through the dialog, you give him the Spy Codes, activating and completing the Optional Objective. Sweet. Head back to the junction, and keep going west, leading to the door to Engineering. Head on through. ------------------------------------------------------------------------------ Infinite Engineering (A3IE) Suggested characters: someone with Flight, Sunfire/Iron Man/Bishop/ Cyclops/Scarlet Witch/Gambit/Storm Objectives: Current Objectives: Infinite Possibilities- Step 3: Start the [Power Source] in {Infinite Engineering} Step 4: Turn off [Emergency Override] in {Infinite Engineering} Step 5: Destroy [Infinite Engineering] Step 6: Destroy [Genetic Processing] Step 8: Destroy [Mutant Fusion Core] Gained Objectives: Seemed like it was too easy to be true? Just go in, blast away, and walk back out? Well, it was too good to be true, as Guardian explains. Damn oil pumps. Head on through the two doors, and with the Infinite Engineering entrance as south, head east. In the large room, you can have your Flier go across the room to the balcony across from the entrance for a Danger Room Disc (DRC3CP). There's two ways to go, here, though both of the suggested paths (either the fast way, or the battle a whole bunch of enemies way) use a flier to go through the door past the Danger Room Disc. Head down this corridor, and in the room at the end, use the Power Console. Now, here are your two choices (whichever way you choose, open the door to the Power Source and get the Weapon Cache (A3WC11): The quick way: use one of the characters in the suggested characters to supercharge the Power Source, end of story. I know for a fact Sunfire's Flamethrower, Iron Man's Plasma Charges, Bishop's Sapping Strike, Cyclops' Optic Beam, Scarlet Witch's Hex Locked, Gambit's Card Shuffle, and Storm's Lightning Strike all work here. There are probably more (though I am not taking the load time to find out, thank you), so try some of your own. This skips the "Override" step, and goes straight to destroying Infinite Engineering. The long, battle a whole bunch of enemies way: Head back down the corridor, and turn in at the first door. In here is the Security Panel. Push that, and then head back to the Power Distribution Console. Hit that once more, and the system is overloaded, completing your Objective. You may still want to head through the rest of Infinite Engineering to pick up whatever items the enemies in the other half of the level drop, as Well as another Tech Station. Both ways also open up a teleporter to the Factory Entrance. Head back to the two-way room, and head west. Follow the path around to a Tech Station Striking (A3TS14) and a Fuel Control, which would shut off the flamethrowers here, had we not already blasted the Oil Tanks. Head back to the Factory Entrance, and off to Genetic Processing (north door). You might as well save first, though. ------------------------------------------------------------------------------ Genetic Processing (A3GP) Suggested characters: someone with Might, Sunfire/Iron Man/Bishop/ Cyclops/Scarlet Witch/Gambit/Storm Objectives: Current Objectives: Infinite Possibilities- Step 6: Destroy [Genetic Processing] Step 8: Destroy [Mutant Fusion Core] Gained Objectives: Infinite Possibilities- Step 7: Destroy the [DNA Storage] in {Genetic Processing} Once again, this seems like it's going to be too easy. Well, whatever. Head around either side of this big room in front of us. Well, technically it's three rooms, but there's fully destructible walls in between, so I consider it one room. There's three exits out of the room, one lower corner one, one upper corner one, and one in the center of the wall opposite the other two. The upper exit and the center exit both have doors leading to the same room, so head there. Head around to the side with the crane and the blue X's. Use your Might character to push it into the spinning drums, and head down to get the Tech Station Energy (A3TS15). Head back up, and away from the large room we were just occupying here (the triple room). We come to a plus-crossroads. Well, we came from the south, so that's out. The north's blocked by big-ass crates, so that's out, too (though it's probably where we want to end up). Let's go west first, for a change. At the next crossroads, head north for a Homing Beacon (A3HB3), then continue west. Nothing much here, just a generator for those droid things flying about (well, more hovering about than anything, but you get my point). Head back east, past the three crossroads. Another droid generator. Yay. Head back to the last crossroads, and go north. At the next crossroads, head east again, and apparently Bad Guys'R'Us was having a sale on these damn droid generators. Head back to the west, then dip south to the other side of those big-ass boxes, for a Comic Book (A3CB09). Back up, and at the crossroads, head west. At the end, is yet another droid generator. So back to the last crossroads we go, and head north. In this last room, over on the west side, just north of the big storage tank, is a Weapon Cache (A3WC12). Pick that up, then head to the center of the room, and use the console under the big red arrow. Again, they're giving you two choices here. Either use your Might character and push the two tanks off the platform, or use one of the characters available to charge the Power Source in the last area (Sunfire's Flamethrower, Iron Man's Plasma Charges, Bishop's Sapping Strike, Cyclops' Optic Beam, Scarlet Witch's Hex Locked, Gambit's Card Shuffle, and Storm's Lightning Strike) to charge the power sources next to both of the tanks to blast them off. Or, you can do a combination of the two, one power charge, one Might-powered shove. After the fact, you're done here, and amazingly enough, another Teleporter opened up, this time in the northeastern area of this room. Use it, then when you get back, save and head on out to the east (past the save point) to the Fusion Core. ------------------------------------------------------------------------------ Mutant Fusion Core (A3MFC) Objectives: Current Objectives: Infinite Possibilities- Step 8: Destroy [Mutant Fusion Core] Gained Objectives: Infinite Possibilities- Follow the path around (no I don't know what the little scanning thing does, so don't ask me). Go just past the first junction, and there's a Decryption Module sitting next to a door. Hmm... wonder what that does.... Hey! Nifty! Opensezme! Head inside, and there's a Comic Book (A3CB10) on the ground. Head up the other stairs, and through the door for a Tech Station Health (A3TS16). Head back to that junction you passed a while back, and go up it. Okay, now it's Infinite generators, just like back at the Entrance. Wonderful. Well, this is certainly seeming like a straightforward level, isn't it? Keep on along the path. Once you head in to a very large room (you'll know you're getting close, since all the walls are coated with destructible stuff), stick to the left (when you enter) and you'll come to a Weapon Cache (A3WC13). At the end of this destructo-fest, head through the door. Another scanny-thing, still don't know what they do. A big-ass dude comes barging in on you, and this triggers the Infinite generators in the room to go off, as well. Stomp them all, and proceed. Not far down the path, you'll see your destination. Only one thing to do, and that's blast the crap out of it. After doing so, the Teleporter just past where the Fusion Core was will activate, and you can head back to the Factory Entrance, save, then head back to the entrance of the Entrance, and head down the other path to a big-ass door. Use the nearby Door Controls to open the door, and head through to the Assembly Factory. ------------------------------------------------------------------------------ Assembly Factory (A3AF) Suggested characters: someone with Flight Objectives: Gained Objectives: Infinite Possibilities- Step 9: Shut Down the [Substations] in the Assembly Area, 4 total Step 10: Shut Down the [Substation] for the Cryogenic Monitoring system Step 11: Destroy [Infinite Assembly Factory] Sinister Intentions- Destroy the Super Computer modeled on Mister Sinister's neural patterns before it can rebuild the Infinite Factory. Another smash it all, let them sort it out later job, huh? Well, sounds like fun to me! Head on up the path, up either staircase, and through the door. Lookie here! An Objective point, and an Xtraction Point! We know what to do for both of these, right? Save at one, smash the other. You don't even have to smash the Substation itself, just blow up the wall next to it, and it goes down too. Head along the path, blasting Substations along the way. Once you tag the last one, the doors at either end of the corridor open up. Let's head through the door from the scene. Not a whole lot here, really. Though there is a Homing Beacon (A3HB4) up on some crates, jump or use a flier to get it. It opens up yet another portal back at base. Head along the path here, and in the room with the next Objective, there's a Weapon Cache (A3WC14). Blast the Objective, and Guardian pops in with a new Objective: the Super Computer. Head down through the doors, and see what Mr. Sinister's been working on: Peepsicles! [infomercial] Yes, Peepsicles. The delicious, tasty treat favored by psychotic madmen who want to take over the world. Available in several flavors, but hey, they all taste the same on the inside, though. Peepsicles... try them NOW. Brought to you by Peepsicles, Inc. A division of Scumco. Offer void in all 50 US states, Canada, Mexico and well, pretty much everywhere else they don't condone cannibalism. You might also need the Super Genius Cryo Storage Facility, also made by a division of Scumco. Scumco, for all your evil genius needs. [/infomercial] Sorry about that, couldn't help myself. Anyways, the doors shut, locking you in here with a few enemies. Waste them, an up on the top area, in one of the cryo chambers flanking the inoperational door (that means one of the two things next to the door that don't work) is a Danger Room Disc (DRC3CS). Fly up and snag it. Head through the only door you haven't been able to go through (look at your map, you'll know what I'm talking about). Head through the door, to Central Processing ------------------------------------------------------------------------------ Central Processing (A3CP) Objectives: Gained Objectives: Sinister Intentions- Step 1: Destroy the Super Computer Step 2: Talk to [Heather Hudson] in the {Weapon X Facility} Ooh, looks like another boss battle's coming. Whatever. Head up the path, and at the corner, there's a Sketch Book (A3SB07). Continue along the path. Okay. There's a really big room, contained in glass. On each side, there's a little room, one with a Health Station, one with an Energy Station. Guess what they do? When you head inside the glass, a hologram pops up, telling you what's going on. You get to face off against some old-school X-Men (specifically, Marvel Girl, Iceman, Cyclops, Storm, and Weapon X). In order to stop facing them, you also have to blast the generators they come from. I'd suggest Iceman's first, since he can freeze you all. Afterwards, head back to base. ------------------------------------------------------------------------------ Interlude 6: Weapon X Facility (I6WXF) Objectives: Current Objectives: Sinister Intentions- Step 2: Talk to [Heather Hudson] in the {Weapon X Facility} Gained Objectives: Of Gods and Heroes Step 1: Talk to [Professor X] Chat with Heather, like the game wants you to. Now, chat with Prof. X, as well. Head out on the X-Jet to the Madri Temple. ------------------------------------------------------------------------------ Madri Antechamber (A3MA) Objectives: Gained Objectives: Of Gods and Heroes Step 2: Find the [Body Artifact] in the {Hall of Knowledge} Step 4: Find the [Rage Artifact] in the {Madri Cloisters} Step 6: Find the [Heart Artifact] in the {Meditation Chamber} Step 9: Find the [Soul Artifact] in the {Divine Sanctuary} Step 11: Find the [Mind Artifact] in the {Madri Conclave} Step 13: Locate the Stepford Sisters As you head up to the door, look next to the last pillar on your left. There's some XP (would be a Homing Beacon, if you hadn't picked four up by now). Head through the door, chat with the Madri person, and proceed in to the room. Off to the right side of the room, there's a Danger Room Disc (DRC304). Head through the next door, and in to any of the four doors that are facing each other to chat with another Madri. Looks like there's some exploring to do, now. If you try the door in the center of the previous room (the door with the red arrow over it) you'll find that this is where you need to eventually get to. But to get there, you have to head through and pick up the four Artifacts scattered throughout the Temple. Head through either of the other two doors, each with a diagonal passage leading from them, to get to a door leading to the Hall of Knowledge. ------------------------------------------------------------------------------ Hall of Knowledge (A3HOK) Objectives: Current Objectives: Of Gods and Heroes Step 2: Find the [Body Artifact] in the {Hall of Knowledge} Step 4: Find the [Rage Artifact] in the {Madri Cloisters} Step 6: Find the [Heart Artifact] in the {Meditation Chamber} Step 9: Find the [Soul Artifact] in the {Divine Sanctuary} Step 11: Find the [Mind Artifact] in the {Madri Conclave} Step 13: Locate the Stepford Sisters Gained Objectives: Of Gods and Heroes Step 3: Return the [Body Artifact] to the {Madri Antechamber} 'Altar'ed Reality- Travel to the Madri Temple and deactivate the Psychic Altars used by the Stepford Cuckoos to mentally attack the enemies of Apocalypse. Step 1: Destroy the [Psionic Altar] in the {Madri Cloisters} Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber} Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary} Attacked as we just get here, huh? Well, mop the floor with them, then head up the staircase across from the entrance. Head down either side of the next room, and through the archway. At the first spot you can head off to your left, do so. Fight the enemies at the end of the hallway, and use the Consumption Statue to open a portal back to the Madri Antechamber. Use the Body Altar nearby, and a Stepford Sister talks to you. Afterwards, head back through the portal, and back to the hallway you came down to get to the Consumption Statue. At the junction you took to head down to the Statue, make a left and keep going until you come to a T junction. Off on the right side is an Xtraction Point. Off to the left side, you'll find Emma Frost, along with some enemies. Fight them off, and chat with Emma. Head down the stairs next to where you met with Emma, and past the altar is a Comic Book (A3CB11). Back up to where Emma was at, and down the hallway (the part you haven't been to yet). Keep following the hallway, and past the open area (don't go down that way yet) is a small room, with some priests and a Tech Station Body (A3TS17). Go back to the open area, and head down. Go down either side in the room, and follow the hallway around a corner, to a very large room. At the end is the exit to the Madri Cloisters. ------------------------------------------------------------------------------ Madri Cloisters (A3MCL) Objectives: Current Objectives: Of Gods and Heroes Step 4: Find the [Rage Artifact] in the {Madri Cloisters} Step 6: Find the [Heart Artifact] in the {Meditation Chamber} Step 9: Find the [Soul Artifact] in the {Divine Sanctuary} Step 11: Find the [Mind Artifact] in the {Madri Conclave} Step 13: Locate the Stepford Sisters 'Altar'ed Reality- Step 1: Destroy the [Psionic Altar] in the {Madri Cloisters} Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber} Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary} Gained Objectives: Of Gods and Heroes Step 5: Return the [Rage Artifact] to the {Madri Antechamber} Well, the Cloisters area is a very windy, but straightforward path. Just keep following it around, and I'll point out the little extra bits. The first room off to the side just has some Archbishops in it, so it's not necessary, but suggested, to head in there and whomp on them. When you reach the second side room, you can't enter it yet, so head past. Through the door, there's a third room to the side. Head in, and pick up the Danger Room Disc (DRC3CSW). Sacrifice some Techbits at the altar (by making an Offering) to open the door you had to pass up earlier. Head back to that door, and at the other side of the room lies the Rage Artifact. Same situation as before, it opens a portal back to the Antechamber, right in front of the Altar of Rage. Back in the Cloisters, head down the corridor to just past the third side room. Open the door and head through. The corridor takes a sharp turn nearby, but there's a door you can head through, to continue in the direction you've been going in. Too bad you can't head that way yet. Continue along the hallway, and you'll reach a door leading in to a VERY large room. In the center, lies the Cloisters' Psionic Altar. As you approach, a slew of high priests attack. Fend them off, and try to blast the Altar with something heavy while you're doing this. Afterwards, you'll notice there's a few more altars to make "offerings" at, though it seems more like learning Apocalypse's backstory. Once you've read all four, the previous door you couldn't get through is opened. Let's head back there. Here we find a Tech Station Focus (A3TS18) and a Weapon Cache (A3WC15). Head back to the large room, and through the door at the far end. Through the next door, head on to the Madri Conclave. ------------------------------------------------------------------------------ Madri Conclave (A3MCO) Suggested characters: someone with Flight Objectives: Current Objectives: Of Gods and Heroes Step 6: Find the [Heart Artifact] in the {Meditation Chamber} Step 9: Find the [Soul Artifact] in the {Divine Sanctuary} Step 11: Find the [Mind Artifact] in the {Madri Conclave} Step 13: Locate the Stepford Sisters 'Altar'ed Reality- Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber} Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary} Gained Objectives: Of Gods and Heroes Step 12: Return the [Mind Artifact] to the {Madri Antechamber} Well, there's certainly something to do here (if only to head to two more new areas). Right from the start, at the crossroads, you can head to the Meditation Chamber (east) and the Divine Sanctuary (west), or head back to the Cloisters (south). Let's head north, and see what that gets us. In the next room, head east. This whole area in here (to a point) is destructible, with the fun, destroyable walls. Break through the wall in front of you, and next to some barrels (or where they used to be, at least) is a Data Disc (A3DD3). Head back to the previous junction (not the crossroads leading to the other areas) and go west this time. This whole area in here is more of the same. Head through to the next room, use the Book of Contemplation in the southern area, then head along out the east side. Next to the pool of water (on the west side of it, actually) is the Book of Questions). Use it, and proceed west. In this next room, use the Xtraction Point. The Book of Answers lies to the west; head through this room and around and we wind up on the other side of the pit, across from the Xtraction Point. Here lies the Book of Reflection. Head out to the east, then to the north. The Mind Artifact lies at the far north end of the area. Pick it up, and it opens a portal to the Antechamber, but since you don't have all the Artifacts yet, you can't place this one. It also opens a shortcut back to the crossroads at the beginning of the Conclave (use the "Go down stairs" opening, and at the end of it, use the "Go up stairs" opening). There's also a Weapon Cache (A3WC16) down that way as well. Let's head to the Meditation Chamber next. ------------------------------------------------------------------------------ Meditation Chamber (A3MCH) Objectives: Current Objectives: Of Gods and Heroes Step 6: Find the [Heart Artifact] in the {Meditation Chamber} Step 9: Find the [Soul Artifact] in the {Divine Sanctuary} Step 12: Return the [Mind Artifact] to the {Madri Antechamber} Step 13: Locate the Stepford Sisters 'Altar'ed Reality- Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber} Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary} Gained Objectives: Of Gods and Heroes Step 7: Lower the Doors protecting the [Heart Artifact] in the {Meditation Chamber}, 4 total Step 8: Return the [Heart Artifact] to the {Madri Antechamber} Chat with the cleric when you arrive, then bust through on a rampage. With the entrance as south, and the door ahead as north, head to the east, then south. Follow this short hallway around and into a large room. In the corner lies both the first Switch to lower a door, as well as the Psionic Altar here. Use the Switch, and destroy the Altar. Head out the other door of the large room, and follow the hallway back west, then north. Head down the next hallway to the east. Again, in the far corner of the room lies the Switch (this time it's in the northeastern corner). Head up the stairs to the west, then continue along the hallway to the west. in the little alcove to the north lies a Danger Room Disc (DRC300). Keep following the hallway to the west, then take the path north, and around into the next big room. And again, in the far corner, lies the Switch. Take the southern exit out of the room, and follow the path along to the south, taking the first turn to the west. As you follow the room around, the Switch is in the center room of the three here in the southwestern corner. Once all four Switched are triggered, head in to the center of the map using any of the four pathways in. Collect the Heart Artifact, head through the portal to the Antechamber, place it in the Altar of the Heart, and return to the Chamber. Once back, head back to the Conclave, and on to the Divine Sanctuary. ------------------------------------------------------------------------------ Divine Sanctuary (A3DS) Suggested characters: someone with Flight Objectives: Current Objectives: Of Gods and Heroes Step 9: Find the [Soul Artifact] in the {Divine Sanctuary} Step 12: Return the [Mind Artifact] to the {Madri Antechamber} Step 13: Locate the Stepford Sisters 'Altar'ed Reality- Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary} Gained Objectives: Of Gods and Heroes Step 10: Return the [Soul Artifact] to the {Madri Antechamber} Oh my. Looking at our map, there's a slew of red arrows here. Looks like there's going to be a lot to do here. With the entrance as south, at the crossroads (with the big pillar), head east or west. Follow the path along, and down a long slope. Head through the next room, and when you reach the area split with a stream (like up top at the crossroads), head south, into the center room. Here there lies a Weapon Cache (A3WC17). There's also two dropped gates, leading to stairs. Oh well, looks like they'll be important someday.... Continue south, and in this little alcove, you might notice the XP sitting high up on a ledge. Use your flier to go up and grab it (it would be a Homing Beacon, if you hadn't collected four by now). Back out of the small room, head north, along the stream. As you enter the large chamber, you'll spot the last Psionic Altar in the center. Smash it, and that's one more Objective complete. Here before you, there are six chambers to head down, along with a seventh that'll open up. Six Artifacts, all labeled as "Breath Artifact". Only one is the right one, and one of the fakes' rooms holds a Data Disc (A3DD4), the center room on the west side. This one boosts your Energy Pack limit by four. The only Artifact you actually need to pick up is the one in the room on the west side, in the upper room. All the others self-destruct. After you pick up the proper Artifact, that last door opens up, along with a passageway. Head down the nearest passageway entrance (located next to the portal that just opened up) and in the first side room, there's a fire to put out. In the second side room, there's a Sketch Book (A3SB08). Head back to where you came in the passageway, so you can use the portal to go back to the Antechamber, place the Artifact, head through the now-open door, and use the Altar of the Mind. Head through the portal to the Monastic Citadel. ------------------------------------------------------------------------------ Monastic Citadel (A3MCI) Objectives: Current Objectives: Of Gods and Heroes Step 13: Locate the Stepford Sisters Gained Objectives: Of Gods and Heroes Step 14: Talk to [Professor X] Ooh, a boss battle, is it? Looks like fun. There's another of those purple Xtraction Points, if you feel the need to just swap characters. Head through the archway, and meet the Stepford Cuckoos. Not only were they taught by Emma, apparently they were dressed by her, as well. They come out in threes, but only one of the three is damageable. You can see through the other two. After beating the first one, another pops out, though the "fake" Cuckoos stick around. After you beat the second solid one, the last one pops out, and you can now damage all the Cuckoos. Once you've beaten back all nine of them (three solid ones, six "fake" ones), Holocaust shows up. As if we didn't know this was coming. Start beating on him, and a Cuckoo will pop out, in one of the alcove rooms off to the side, with a beam of light coming from above. Beat on the Cuckoo until they go away (otherwise Holocaust is invincible). They'll repeat this (you beat on Holocaust, Cuckoo pops out and makes him invincible, beat on Cuckoo, and repeat). Holocaust can also become invincible while draining the HP from one of the Heretics running around. After you beat him down, Prof. X want to talk. So head back to the Weapon X Facility and do that. You're done with Canada, so select the "We're done in Canada..." choice to move ahead. ------------------------------------------------------------------------------ Secret Bonus Area (A3SBA) Objectives: none Another enemy grind to an objective, then snag the armor. You'll run in to resurrection enemies here, so keep an eye out for them. Hit the Force Field Control Panel, head back, and snag Ironman's Helmet. Head back to the Weapon X Facility. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Act 4: (A4) Hidden Stuff: 4 Comic Books, 15 Concept Art in 5 Sketch Books, 4 Homing Beacons, 4 Data Discs, 6 Tech Stations, 1 Iron Man Armor, 16 Weapon Caches, 11 Danger Room Discs ------------------------------------------------------------------------------ Interlude 7: X-Mansion (I7XM) Objectives: Gained Objectives: Hellfire to Pay- Moira can help you locate Sebastian Shaw, Leader of the Hellfire Club. He might know of a secret passage into Apocalypse's Tower. Step 1: Talk to [Moira] Step 2: Find [Sebastian Shaw] in the {New York South Side} Sentinel Invasion- Disable Apocalypse's defensive platforms so that Sentinels can aid in a massive airlift and rescue hundreds of people. Step 1: Talk to [Havok] Step 2: Take X-Jet to the Perimeter Platforms Step 3: Destroy all the [Generators] on the {Main Gun Platforms}, 3 total Step 4: Destroy all the [Radars Arrays] on the {Radar Array Platforms}, 3 total Well, welcome home... sort of. Again, the same situation applies, you have an Xtraction Point, Prof. X, Forge, the Danger Room Computer, the Review Computer, the Hero Stash, the Trivia Game (TTGA4); you also have a few other people to talk to. There's Havok (to start a mission), Moira (to start a mission) and Kitty Pryde (AKA Shadowcat). Talk with everyone, buy stuff if you need to, save, then head out on the X-Jet to the Perimeter Platforms. You can also enjoy a few new costumes. ------------------------------------------------------------------------------ Perimeter Platforms (A4PP) Objectives: Current Objectives: Hellfire to Pay- Step 2: Find [Sebastian Shaw] in the {New York South Side} Sentinel Invasion- Step 2: Take X-Jet to the Perimeter Platforms Step 3: Destroy all the [Generators] on the {Main Gun Platforms}, 3 total Step 4: Destroy all the [Radars Arrays] on the {Radar Array Platforms}, 3 total Okay, a timed mission, huh? Let's get everything accomplished first, then run around, picking up the items. Rush straight ahead and blast the Generator. With the area you came in as south, head west. A Sentinel drops down, and reverts back to it's old self, so blast it and head on. At the second platform, blast through the Generator and head on north. The path bends to the east, so blast the Generator on the third and final platform. Now that there's no time limit, we can explore some. At the north end of this third platform, there's a Teleport Console. Don't use it yet if you want to get everything. Let's head back to the first platform, for item hunting purposes. At the east side of the first platform, there's a batch of Energy Packs. The north side holds a Sketch Book (A4SB09). The west side of the second platform has a Danger Room Disc (DRC3CT), while the east side holds a Weapon Cache (A4WC18). The south side of the third platform hold a Homing Beacon (A4HB1), this time it's orange! The east side of the third platform holds more Energy Packs. Now it's okay to use the Teleport Console at the north end of the third platform to head to the Radar Array Platforms. ------------------------------------------------------------------------------ Radar Array Platforms (A4RAP) Suggested characters: Iceman or someone with Flight Objectives: Current Objectives: Hellfire to Pay- Step 2: Find [Sebastian Shaw] in the {New York South Side} Sentinel Invasion- Step 4: Destroy all the [Radars Arrays] on the {Radar Array Platforms}, 3 total Gained Objectives: Sentinel Invasion- Step 5: Protect [Charlie Kilroy] Step 6: Destroy [Console] Step 7: Deactivate [Shielding] Step 8: Destroy [Generator] Given we're supposed to protect this guy, I'd say let's do like we did with the Perimeter Platforms and do the Objectives first, items second. So, let's head on. Kilroy heads up and starts working on the first Radar Array. Protect him from harm from the enemies (why the Sentinels would attack a non-mutant, I don't know), and SHIELD members will secure the site afterwards. Goo for them, as it gets flooded with an infinite supply of Sentinel Mark IIs. Next to the pathway to the next platform is a Tech Station Striking (A4TS19). On the next platform, you'll have to last a little longer in protecting Kilroy. No big worries though (well, big SENTINELS, yes, big worries, no). As you head around to the next platform, stick to the far side of this second platform, and at the furthest away from both paths, is the Weapon Cache (A4WC19). If you're having trouble finding it, just stick along the outside perimeter of the platform, and you should see it shortly. On to platform #3. Well, that certainly must have sucked to be him, huh? Now we get to do his job. On to the platform itself. Head to the left side, and destroy the big thing with the red arrow above it. Now, on to the center of the platform, and use the Radar Shielding Console. Now, use Iceman or your Flight character to get over to the Generator fast (you only get 20 seconds) and bash it good. If you're not able to bash the Generator fast enough, just go back to the Radar Shielding Console and use it to drop the shield around the Generator again. At the far end of this third platform (near the Generator) is a Danger Room Disc (DRC5CR). Head back to the path between the second and third platforms, and use the Teleport Console to the Command Center Platform. ------------------------------------------------------------------------------ Command Center Platform (A4CCP) Objectives: Current Objectives: Hellfire to Pay- Step 2: Find [Sebastian Shaw] in the {New York South Side} Gained Objectives: Sentinel Invasion- Step 9: Defeat Bastion Step 10: Talk to [Havok] at the {X-Mansion} Looks like another boss battle. Bastardion calls down a bunch of Sentinels to help out. Jackass. After you stomp him into the ground, the Sentinels he called come down, so beat on them. Afterwards, Blink opens a portal back to the Mansion, talk to Havok, save, then head out into the Sewers South. ------------------------------------------------------------------------------ Sewers South (A4SS) Suggested characters: someone who can build bridges, Storm Objectives: Current Objectives: Hellfire to Pay- Step 2: Find [Sebastian Shaw] in the {New York South Side} Gained Objectives: Yay. Sewers. With big ole, mutated New York-style bugs. Head along the straightforward path, until we're attacked by Morlocks. I thought Marrow was going to help us? Well, I guess the sentiment hasn't spread. You'll see a Homing Beacon behind a fan, but you can't get at it yet. Walk near it, and whoever you're controlling says something about shutting down the fan. Couldn't we just blast it like everything else? No? Fine. Head on, through the doorway. Follow along the path, like normal. In the big, L-shaped room, at the bend, in the far side is a Danger Room Disc (DRC4CC). In the room just past the L room are two exits. The "land" exit (use the stairs to go into the sewer water, turn to the left, go up the stairs at the end, and follow the pathway around), and the "water" exit (use the stairs to go into the sewer water, go straight, and up the stairs). Head out the "land" exit first. Head through the destructible room, and you'll find near the end of the path, a blue X icon. Use your bridge builder to make a bridge across, and have Storm zap the generator. If you forgot to bring Storm along, head back to the Mansion to swap out. As you're heading back, you may notice a few more enemies than were there before. Packs of three Morlocks with one enhanced await you all along the way back to the Mansion. Once you fry the generator, head back and pick up the Homing Beacon (A4HB2). Back to the crossroads, and on through the "water" exit. Head through, and you'll get to another destructible room. Continue along, and you'll see a scene with a Morlock Outsider. Pursue her, and smite her for being there. Before you head up the ladder to New York South Side, in an alcove in the hallway we were just in, there's a Weapon Cache (A4WC20). On to the South Side. ------------------------------------------------------------------------------ New York South Side (A4NYSS) Suggested characters: someone with Teleport/someone with Flight Objectives: Current Objectives: Hellfire to Pay- Step 2: Find [Sebastian Shaw] in the {New York South Side} Gained Objectives: Hellfire to Pay- Step 3: Find Sebastian Shaw's [HoloDiscs] in the {New York West Side} Step 4: Find the [Master Key] in the {New York South Side} Step 5: Pay Sebastian Shaw 10,000 Techbits Step 6: Return the Master Key to Shaw at the Mansion If the Sewers South entrance is South, and the flaming car is north, use your teleporter/flier to get up on top of the building to the east for a Homing Beacon (A4HB3). Though, if you have no fliers/teleporters, you can follow the path around and it will have a slope up to the top, which you can follow around across a bridge to get the Beacon. However, the other way off that path, towards the lone train car, lies Sebastian Shaw. Chat with him. Yeah, Shaw better have some damn Techbit stashes, cuz 10,000's a lot to pay out of pocket. Head downstairs, and fight off the baddies. Next to the subway entrance is an Xtraction Point. Off in the corner, with the two cars, is a Danger Room Disc (DRC4CN). Head down the street (as the only other way out there is blocked by a train car). Just after you get to the other large open space, there's an alcove on the side (the same side the Danger Room Disc was on) with one of Shaw's Techbit stashes, good for 10,000. Head towards the red X on the map. You'll head over another staircase to the train tracks, and find an enhanced Optic guy guarding the Master Key. For me, he had a shield up, and it's damn near impossible to break a shield on someone who moves around as much as they do. Beat him down, and take the Key. Head out the nearby exit to New York West Side. ------------------------------------------------------------------------------ New York West Side (A4NYWS) Suggested characters: someone with Teleport/someone with Flight Objectives: Current Objectives: Hellfire to Pay- Step 3: Find Sebastian Shaw's [HoloDiscs] in the {New York West Side} Step 5: Pay Sebastian Shaw 10,000 Techbits Step 6: Return the Master Key to Shaw at the Mansion Gained Objectives: Hellfire to Pay- Step 7: Return the HoloDiscs to Shaw at the Mansion Where Angels Fear to Tread- You have learned of a secret entrance into Apocalypse's Tower from Sebastian Shaw Step 1: Find the Abandoned [Sewer Entrance] in the {New York North Side} Hail to the Queen- As final payment to Sebastian Shaw, rescue Selene, the Black Queen, from Apocalypse's Tower Step 1: Find the [Black Queen] in the {Tower} Keep going the same direction up the street until you get to the end (with the orange and white traffic bins). There's a Weapon Cache (A4WC21) here. From the Weapon Cache, head across the street, and behind a fence lies a Danger Room Disc (DRC404). Head back to the junction, and go down the street we haven't been to yet. Head away from the red X, down the street. The entrance for Sewers West is down this way, but we don't need that just yet. Climb the pile of rubble to get on top of a building housing a Tech Station Speed (A4TS20). Head back up the street, to a park-type plaza. Next to this is an overhang, with some Infinite uniforms. You never know what you might need those for. Head up the street, and find the entrance for New York North Side. Nope, not going that way yet either. Head towards the red X on the map. Hey look! The "switch to the enemy's uniform to fool a scanner" bit actually worked! Head over to the HoloDisk and pick it up. The Infinite questions you. No matter what you try, you have to use the "It's no use..." choice that becomes available after you go through either choice. Oh well, nice while it lasted. Use a Blink Portal or head back to the South Side and Xtract back to the Mansion. Chat with Shaw, then head back to the West Side. Given that we know we have to head to the North Side, let's head there. Funny thing here. I went through Sewers West-Holding Pens-Stockade originally before I went to New York North Side. After I went to the North Side, I came back, and the map had reset (so I had no map mapped) and all the enemies were back. So if you want an extra XP run, head through Sewers West-Holding Pens-Stockade first, go to the North Side, then return to have all the enemies and Weapon Caches reset. Well, Sewers West and the Stockade reset, at least. ------------------------------------------------------------------------------ New York North Side (A4NYNS) Objectives: Current Objectives: Where Angels Fear to Tread- Step 1: Find the Abandoned [Sewer Entrance] in the {New York North Side} Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} Gained Objectives: Where Angels Fear to Tread- Step 2: Defeat [Deadpool] Step 3: Enter [Apocalypse's Tower] through the {North Sewers} Prison of Misery- Free the prisoners from the Pens before they are subjected to harmful DNA scans. Step 1: Destroy the powerful [psychic brains] in the {Brain Trust} The North Side is very big, and shaped like a C, or a U or lowercase N (it all depends on how you look at it). We enter in on the southern center. Head to the west, and on the northern side of the street lies a Tech Station (A4TS21). Head back to the east, all the way down to the end (blocked by barricades and a bus, and to the north is a Comic Book (A4CB12). Head north until you reach the northern wall, then head to the west. Just diagonally up from here (northwest, in the center of the bend in the C/U/n) in an alcove is a Data Disc (A4DD1). As you head along the northern wall and reach the northwest corner, out from the ground pops Deadpool. Wow, what a wacked out dude. BTW, if you have Deadpool in your party (from unlocking him from a previous game), the starting conversation goes a little different. Smack him down, and the Sewers North entrance is available. But there's still more stuff to do ahead of time. So, head south, along the western wall. When you reach the next wall, there's a Sketch Book (A4SB10). We're done here, but let's head down to Sewers West first, and take out the Brain Trust (eventually). So head back to the West Side, and down to Sewers West. ------------------------------------------------------------------------------ Sewers West (A4SW) Suggested characters: someone with Flight, someone with Might Objectives: Current Objectives: Where Angels Fear to Tread- Step 3: Enter [Apocalypse's Tower] through the {North Sewers} Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} Prison of Misery- Step 1: Destroy the powerful [psychic brains] in the {Brain Trust} Head up, passing the junction. At the next junction, head down it. Use your flier to cross the pit, and pick up the ID Card on the bed. Head back across, and continue down the hallway. On the right side, there's a bus. Use your Might character to push it out of the way, and head inside for a Weapon Cache (A4WC22). Further along the hall, there's some sewer water drainage ditches. Down at the end is a grating you can bust. Break through and head in. At the end of the tunnel is a Comic Book (A4CB13). Head back to the ditches, and follow along the hallway once more. As you enter the large open room, you're trapped by some Morlocks. As if they're that hard, anyways. Beat them down, and continue on. It's Banshee! Too bad he doesn't stick around. Head through the door he went through. Follow the path around, and at the crossroads with one side being where you came in, across from you being an exit, head through the closed door and flip the lever. Go across the crossroads to the room from the scene, and go down to pick up the Data Disc (A4DD2). Head on through to the Holding Pens. ------------------------------------------------------------------------------ Holding Pens (A4HP) Objectives: Current Objectives: Where Angels Fear to Tread- Step 3: Enter [Apocalypse's Tower] through the {North Sewers} Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} Prison of Misery- Step 1: Destroy the powerful [psychic brains] in the {Brain Trust} There's two ways to go from the start here. All directions will be based off of where you enter as being south. Head west at the junction. Oops. Looks like a trap. Well, east and west are out, so head north. Go around (or through) the wall, and you'll come to the other side of the western laser wall. There's a Console here, so use it and drop the laser grids. Pick up the Homing Beacon (A4HB4), and in doing so, unlock the Secret Bonus Area portal back at the Mansion. Head back to the junction, and go east. Well, south's out, so head north. Follow the path around, and as we head around, a cutscene pops up showing a generator and an electric spot. Take a wild guess what you do here. If you guessed "blast the crap out of the generator", then you guessed right! Though, before you head through the southern door, head east for an Xtraction Point, and the entrance to the Stockade. Don't go there yet. Head back to where the generator was, and go south, picking up the Comic Book (A4CB14) and Weapon Cache (A4WC23). Just down the hallway lies another Weapon Cache (A4WC24) and a Danger Room Disc (DRC503). From here, unless you absolutely need to have every bit of map explored, head back to the Stockade entrance and go through. Otherwise, head on through the northern door, for infinitely spawning Master Riflemen. Once you've had your fill, head to the Stockade. ------------------------------------------------------------------------------ Stockade (A4S) Suggested characters: someone with Teleport, someone with Might Objectives: Current Objectives: Where Angels Fear to Tread- Step 3: Enter [Apocalypse's Tower] through the {North Sewers} Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} Prison of Misery- Step 1: Destroy the powerful [psychic brains] in the {Brain Trust} Really, the teleporter is just so you can get the Tech Station Body (A4TS22) earlier than normal. Just teleport through the door/gate, use the lever, and proceed. However, the way I'm proceeding with the guide is by going through the door originally available to you. Head along the path, and you're stuck in another trap situation. The way you came, along with the way ahead, are both blocked by lasers. So head through the side, that got busted down by the enemies. Use the control panel situated between the pads the Psychic whatevers come through to drop the forcefield leading to the Tech Station. Head up across from the doorway to the Tech Station, and around the corner, you can deactivate the earlier forcefields. Behind the fence (destroyable) lies a Sketch Book (A4SB11). Past the Sketch Book area, there's a split. To one side, some pushable pipes. To the other, sewer water. No matter which way you go, head to the far room (the sewer water is damaging, as is the fire over on the pipe side) Break the fence in the far room, and find a Weapon Cache (A4WC25). Head over to the room on the side of the pipes & fire. One door leads directly to a laser grid, the other to the Console to disengage the lasers. If you continue on the Console side, you run in to another laser grid. So, head on the other side. If you turn back towards the Console side at the junction, you'll see the Console for this newest set of lasers. Use that Console, and find a Data Disc (A4DD3). Head back to the latest junction, and go across to the path we haven't been to yet. Keep following the path until you come to a large door (well, you'll still be following the path, you just need to stop to open the door), and continue through. As you head in, we see a cutscene showing us what to do. Before you head up to fight the enemies, go down the little area to the side to pick up a Danger Room Disc (DRC403). Head up to the door, and blast the enemies. There's also pads that summon in more of those Psychic Demon things, so be wary. All you're trying to do is break the door down, so do so, heading to the Brain Trust. ------------------------------------------------------------------------------ Brain Trust (A4BT) Objectives: Current Objectives: Where Angels Fear to Tread- Step 3: Enter [Apocalypse's Tower] through the {North Sewers} Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} Prison of Misery- Step 1: Destroy the powerful [psychic brains] in the {Brain Trust} Gained Objectives: Prison of Misery- Step 2: Defeat [Stryfe] Step 3: Talk to [Banshee] and the {X-Mansion} Optional Objectives: Get Access Code from Mirrin- (like it says) Get Access Codes from Schill- (like it says) 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. Ooh, a boss battle? Sure looks like it. Banshee pops up, giving you some pointers, detailed in the Optional Objectives. So let's get crackin'. We enter into the Trust in the southwest corner. There's doors to the north and east from the second room (the one just past where we enter). In the room to the north, we find Lenzir. Beat him to get his code. Right nearby is the Test Chamber Control Panel; use it to blast the brain in a jar nearby and make the Psychic Demon Spawn Control (PDSC) operable. Also, in the recessed area, lies a Weapon Cache (A4WC26). Feel free to come back here any time your little Psychic buddy drops dead, to make yourself a new one. Isn't he neat? Too bad he doesn't stick around between levels. Head through the doorway next to the PDSC, and across the room (which has the fun destructible walls) is a Danger Room Disc (DRC4CJ). Head through the door on the south side of this room, and head east. Through the eastern door lies Mirrin. Smack Mirrin down for an Access Code, then use the Brain Extractor Control Panel (BECP) to make two more brains in a jar go splat. Go back west through the door, and north through two doors. We find ourselves in a very large room, with a catwalk going across. Feel free to smack the enemies down here, but head through the door that's to the east from where we came in. Here's Schill. Blast Schill, and use the Access Codes on the Brain Pupae Control Panel (BPCP). Once you've beaten both Mirrin and Schill, and used their codes on the BECP and BPCP, the laser grids between their rooms disappear. Head back to the catwalk room, and cross said catwalk. Follow the hallway, and note that there are three sets of ground emitter/two enemy generators. Destroy the emitters and the generators stop generating. At the end of the hallway lie two Weapon Caches (A4WC27) & (A4WC28). Head on through the door. And here's Stryfe. Feel free to bust the brains in a jar while or after you've whupped on Stryfe. Blink pops open a portal back to the Mansion so you can speak to Banshee. Do so, then head back out to the North Side (via the South Side to the West Side) and down into the Sewers. ------------------------------------------------------------------------------ Sewers North (A4SN) Suggested characters: someone with Teleport or Magneto/Jean Grey Objectives: Current Objectives: Where Angels Fear to Tread- Step 3: Enter [Apocalypse's Tower] through the {North Sewers} Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} The walls between the first few rooms here are all breakable. I love breakable walls. If you go straight up from the entrance here, you'll run in to a room with a sewage spot. Head over (since there's nothing of note in the rest of the area) and go through the doorway to another heavily-breakable area. If you go straight across from the door we came in (through or around the small square spot), and down the nearest doorway, across from you is a small square spot off to the side with a Sketch Book (A4SB12). To one side of this heavily-breakable area (the side opposite the Sketch Book) is a door with seemingly no way in. The lever to open the door is on the other side. Use Magneto/Jean Grey's Levitation/ Telekinesis or use a teleporter to get inside the room. Inside is some XP (or a Homing Beacon if you haven't collected four by now). Head back across the breakable area (directly across from the XP/ Homing Beacon room) and you'll reach another sewer water area. Just past that are two bridges across. Use either one to get across, then head along the L shaped room and into the room. A trap, with a Morlock Leviathan and some Giants. Nothing we haven't dealt with before. Stomp, and continue. Here is a hallway leading around a room in the center. There's two entrances inside to the room, one at each end of the hallway. The center wall of the room is breakable. Inside the top of the two halves is a Weapon Cache (A4WC29). Head through the door at the top of the hall for a room with an Xtraction Point and the entrance to Apocalypse's Tower. ------------------------------------------------------------------------------ The Pantheon (A4TP) Suggested characters: someone with Flight Objectives: Current Objectives: Where Angels Fear to Tread- Step 3: Enter [Apocalypse's Tower] through the {North Sewers} Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} Gained Objectives: Evil Revealed- Rendevous with Beast in the Tower Control Room so together you can shutdown the Tower and defeat Apocalypse. Step 1: Meet [Beast] in {Sinister's Lab} Well, just ahead is a Sketch Book in some weird thing with poles around it (A4SB13). When you go to use the door, it recognizes you as an unknown entity, and triggers it's defense mechanisms. Up at the top of the room (across from the entrance) are two poles to bust, and across from the door are two enemy generators. Once you bust the poles, the door opens on to an Xtraction Point. Head down the staircase, and there are enemy generators that pop out War Droids lining the room. Straight ahead of the staircase is a Tech Station Focus (A4TS23). In the center island just past the Tech Station (where you can see two giant feet, have your flier head there to pick up the Danger Room Disc (DRC4CM) and Weapon Cache (A4WC30). Head to the top of the other staircase (the one across from the one you came down; far across the room, in fact), and worry not about enemies up here; there are none. In fact, practically the only thing up here is the teleport pad. Use the controls for it and it locks itself down. Luckily, you can override it, but it takes 30 seconds, which gives the enemies that now teleport in time to die. Afterwards, head on to Tower Engineering. ------------------------------------------------------------------------------ Tower Engineering (A4TE) Objectives: Current Objectives: Hail to the Queen- Step 1: Find the [Black Queen] in the {Tower} Evil Revealed- Step 1: Meet [Beast] in {Sinister's Lab} Gained Objectives: Hail to the Queen- Step 2: Shut down [Power Grid] in the Prison Sector of {Tower Engineering} Step 3: Talk to the [Black Queen] Nothing much in this first room/area, but when you go through the door, we find a large room, with stairs leading down into lower areas, along with another door behind us, next to the one we came in through. Head through that door and chat with the Black Queen. She wants us to bust her out. Go figure. Across from the door you came in through (around the pit) is a Tech Station Health (A4TS24). There are two exits out of this room. The door on the side opposite the Queen holds a Data Disc (A4DD4) that increases your Health Pack limit by 4, as well as a platform in a room with many red arrowed bits. Were' still here to help the Queen right now, so head in the door next to her "cell". The hallway here leads to a teleporter to Sinister's Lab. Okay, so I led you the wrong way. You'll need to go here eventually, so stop yelling at me and start moving back to the really big room with the many red arrowed bits (accessible from the door opposite the Queen's "cell". Bust the four things the red arrows are highlighting to shut down the Power Grid, lowering the forcefield in front of the Queen. Disabling the Power Grid also opens the door between this room and the second room of this area; the room between them holds a Weapon Cache (A4WC31). Also, there's a Danger Room Disc (DRC5CS) up in the center area of the large room that held the Power Grid; it's next to the emitter that's at the top of the steps. Now that the Grid is down, head back and talk to the Queen. I'm pretty sure she's almost as mental as Deadpool, with those mood swings (then again, it could be that time of the month... lol). Head up to the teleporter to Sinister's Lab and go there. ------------------------------------------------------------------------------ Sinister's Lab (A4SL) Suggested characters: someone with Teleport or Magneto/Jean Grey Objectives: Current Objectives: Evil Revealed- Step 1: Meet [Beast] in {Sinister's Lab} Gained Objectives: Evil Revealed- Step 2: Chase after [Beast] into the {Tower Apex} Head on down into the big ole room, and battle the enemies that come. Head up either staircase and on to the upper platform (or just have someone fly up there, either way) and collect the Comic Book (A4CB15) next to the fans. Head up through the door at the top. There's three ways out of this donut room: south (we came in that way so I'm not counting it), west, east, and north. North leads to an Xtraction Point, but it's locked. Like the character you have control of says: you can take the long way, or manipulate the controls from here. Of course, you can always teleport there, too, but you risk the chance of going past the Point and directly to the far room (read on for that). Both the east and west sides are similar, just mirrored. Both have large rooms with destructible walls, each with a small, circular room that's not on the map. The west side's one contains XP (or a Homing Beacon if you STILL haven't got four), while the east side's room hold a Weapon Cache (A4WC32) and a Danger Room Disc (DRC400). Head in to the room with the Xtraction Point, activate the door (if you haven't already by using Magneto/Jean Grey/a teleporter) and SAVE. Head through the northern door from here, into the Lab. Here, we meet Beast and Sabretooth. Well, Sabretooth at least. Beast is... different. Sabretooth gets teleported out, while Beast teleports out, leaving you to fight against several tough enemies. After you best them, pop open the Weapon Cache (A4WC33) just past the teleporter, and go back and save once more. Use the teleporter to go to the Tower Apex. ------------------------------------------------------------------------------ Tower Apex (A4TA) Objectives: Current Objectives: Evil Revealed- Step 2: Chase after [Beast] into the {Tower Apex} Gained Objectives: Evil Revealed- Step 3: Defeat [Archangel] Uh-oh. Another boss fight looms. Or happens. Whatever. After you deal some damage to Archangel, he flies into the teleporter, saying "Le