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X-MEN LEGENDS (Gamecube version) FAQ/WALKTRHOUGH
v1.00 2004-10-14
(c)2004 Barry Scott Will <[email protected]>
<http://www.pyric.com/>
This work is licensed under the Creative Commons Attribution-ShareAlike
License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-sa/2.0/
or send a letter to
Creative Commons
559 Nathan Abbott Way
Stanford, California 94305, USA.
X-Men (tm)Marvel Comics
X-Men Legends (c)2004 Activision
This FAQ/walkthrough is not endorsed by, nor is the author associated with,
either Activision or Marvel Comics.
ASCII art by Barry Scott Will
/
\ /--MEN---------------------------------------------------------------
\/ Table of Contents
/\---LEGENDS-----------------------------------------------------------
/ \
/
[1] Overview
[2] Controls
[3] Gameplay
[3.1] Basic Play
[3.2] Combat & Mutant Powers
[3.3] Using the Map
[3.4] Leveling the X-Men
[3.5] Items
[3.6] Hints
[4] X-Men
[4.1] X-Men Stats
[4.2] Shared Skills
[4.3] Beast
[4.4] Colossus
[4.5] Cyclops
[4.6] Emma Frost
[4.7] Gambit
[4.8] Iceman
[4.9] Jean Grey
[4.10] Jubilee
[4.11] Magma
[4.12] Nightcrawler
[4.13] Professor X
[4.14] Psylocke
[4.15] Rogue
[4.16] Storm
[4.17] Wolverine
[4.18] Optional Builds
[5] Enemies
[6] Walkthrough
[6.1] Overview
[6.2] Escape From New York
[6.3] Interlude #1 - X-Mansion
[6.4] HAARPo March
[6.5] Interlude #2 - X-Mansion
[6.5.1] Sentinel Flashback
[6.5.2] Juggernaut Flashback
[6.6] That's Morlock It!
[6.7] An Arbiter-y Assignment
[6.8] Interlude #3 - X-Mansion
[6.8.1] Magma Qualification Exam
[6.8.2] Weapon X Flashback
[6.9] Nuclear Family
[6.10] Interlude #4 - Muir Island
[6.11] Interlude #5 - X-Mansion
[6.12] Illyana on the Astral Plane
[6.13] Weapon X Part Deux
[6.14] Interlude #6 - X-Mansion
[6.15] Morlock, More Power
[6.16] Interlude #7 - X-Mansion
[6.17] Juggernaut Jig
[6.18] 48 Sentinels on Parade
[6.19] Got Morlock?
[6.20] Interlude #8 - X-Mansion
[6.21] I Fall To Pieces...
[6.22] Sentinels 'R Us
[6.23] Three Strikes and You're Out, Shadow King
[6.24] Interlude #9 - X-Mansion
[6.25] Magneto's Hunk-a, Hunk-a, Burnin' Rock
[7] Item List
[8] Trivia Game Q&A
[9] Danger Room Classes
[10] Version History
[11] Credits
To jump to a specific topic, open the Edit menu and choose Find in this
Page (or just press Control-F) and enter the bracketed number, including
the brackets. For example, enter [4.17] as the search text to jump straight
to the information on Wolverine.
/
\ /--MEN---------------------------------------------------------------
\/ [1] Overview
/\---LEGENDS-----------------------------------------------------------
/ \
/
X-Men Legends is an action role-playing game in the mold of Diablo, Dungeon
Siege or Baldur's Gate: Dark Alliance. The primary "role-playing" aspect of
the game is controlling your characters' increase in power--a process
called "leveling"--and the occasional non-action stage, where your main
purpose is to hunt down other characters and chat with them.
Primarily, your task is to kill people and break things; and, since your
characters are fifteen of the amazing X-Men, you can do this very well. For
fans of the action/RPG genre, this is a good game. For fans of the X-Men,
this is a good game. For fans of both the action/RPG genre and the X-Men,
this is...well, your geek dreams have come true.
The gameplay is smooth, combat controls are mostly intuitive, and the game
is very linear, so you don't really have to put much thought into it beyond
"X-Men Smash!" The story involves an ongoing fight between the X-Men and
two opposing groups: The Brotherhood of Mutants, led by Magneto; and the
Genetic Research and Security Organization (GRSO), led by General Kincaid.
Throw in some of the supreme anti-mutant robots known as Sentinels and you
have the recipe for rock-'em, sock-'em fun.
Some people have been put off by the fact the characters in the game are
somewhat clumsily rendered using a cel-shaded technique, rather than being
full, 3-dimensional polygonal figures. You will get used to it, and it does
help the characters pop off the screen. Considering how chaotic many of the
fights become, this is a good thing.
Controlling the X-Men's leveling is also a nice feature; but, a lot less
useful than one would think. Each X-Man has a strength, and, for the most
part, trying to make the X-Man anything else ranges from hard to
impossible. For example, Wolverine, Beast, Rogue and Colossus will never be
anything other than hand-to-hand fighters and you can't make them into
ranged fighters. Cyclops can be a hand-to-hand fighter if you level him
that way; however, he will be an incredibly bad melee fighter, so why would
you bother?
In the end, all the X-Men end up being basically the same regardless how
many times you play through. This does limit the replay value of the game;
but, it is so much fun the first time (or two) through, it is definitely a
worthwhile purchase.
/
\ /--MEN---------------------------------------------------------------
\/ [2] Controls
/\---LEGENDS-----------------------------------------------------------
/ \
/
Key:
- A comma between two buttons means press the first button and release,
then press the second button. Example: A, A, B means press-and-release A,
press-and-release A again, then press B.
- An addition symbol between two buttons means press-and-hold the first
button, then press the second button. Example: R+A means press and hold the
R (right shoulder) button and then press A.
Just another reminder, this refers to the control layout for the Nintendo
Gamecube. If you're trying to use this FAQ for the PS2 or X-Box version,
none of this is going to make sense (or even work).
The controls for the menus are covered where appropriate in Section [3]
Gameplay below. This section covers the in-game controls. On a Gamecube
controller, A is the large green button on the right of the controller. B
is the smaller red button next to A. X is a gray, crescent-shaped button to
the right of A, and Y is also a gray, crescent-shaped button above A. R is
the large, grey button on the right "shoulder" of the controller--where
your pointer finger lands when holding the controller. Z is the blue button
above R. L is the left shoulder button.
The control stick is the analog joystick on the left side of the
controller. The C stick is the yellow analog joystick on the right side of
the controller. The D-pad is the gray, directional pad below and right of
the control stick. The Start button is the small round button in the middle
of the controller.
===========================
[2.1] In-game control chart
===========================
BUTTON...........ACTION
A................Standard attack, basic mutant power
B................Knockback (strong) attack, alternate mutant power
X................Use, defensive/buffing mutant power
Y................Jump, special jump/flight, Xtreme mutant power
Z................Use health pack
X+Z..............Use energy pack
R................Activate mutant power menu, hold, then press A, B, X or Y
L................Call teammates to you
Control stick....Move
D-pad............Switch player control to a different X-Man
C-stick..........Move camera
Start............Bring up game menu
===========================
[2.2] Detailed descriptions
===========================
[2.2.1] Standard Attack (A button)
----------------------------------
This is your basic melee attack (punch, kick, some X-Men use a weapon) and
does the least amount of damage.
[2.2.2] Knockback attack (B button)
-----------------------------------
This is a stronger, slower melee attack that has the ability to knock your
opponent backwards. Use A and B in different sequences to deliver special
attacks. For example: A, A, B is a popup; A, B, A is a trip; etc. You can
learn and practice special attacks in the Danger Room.
[2.2.3] Use (X button)
----------------------
This is the button you press to open doors and pick up certain items. You
also press X to talk to other characters, activate Xtraction points or to
use certain control panels. You will get a notice on screen if you can
press X to use anything. X can also be used to pick up people or other
objects and throw them; and is the button fliers use to pick up and carry
people. Fliers can also use X to fly lower.
[2.2.4] Jump/special jump/flight (Y button)
-------------------------------------------
A single press of the Y button will cause your character to jump. Pressing
Y again in mid-jump will cause the character to use his or her special
mutant ability, assuming you have purchased points in that ability. For
example: Iceman creates ice slides; Magma creates lava slides; some X-Men
can fly; some X-men can double-jump; etc. Fliers use Y to fly higher. You
can press Y, B to perform a higher jump that ends with a powerful attack,
which is very useful against tall enemies--such as sentinels--or to clear
large gaps or tall obstacles.
[2.2.5] Use health (Z button) or energy (X+Z buttons) packs
-----------------------------------------------------------
To use a health pack for your current character, press Z. To use an energy
pack for your current character, press-and-hold X and then press Z.
[2.2.6] Activate mutant power menu (R button)
---------------------------------------------
Press-and-hold the R button to open the mutant power menu, which will show
in the upper-left portion of the screen. All currently available mutant
powers will appear mapped to the appropriate button. Press the
corresponding button to activate the mutant power. The buttons for the
mutant powers are:
A - Basic mutant power, all X-Men have this power from the beginning of the
game. All other mutant powers must be purchased with level-up points. The
A-power icon is the bottom icon on the menu.
B - This is an alternate power. For some X-men it's an area-of-effect
version of their A-power; for others, it's a different ability. The B-power
icon is the left icon on the menu.
X - Defensive/buffing mutant power. Some X-Men's defensive powers cover the
entire team, others only protect the individual X-Man. Some X-Men have a
buffing (stat-increasing) power rather than a pure defensive power. The X-
power icon is the right icon on the menu.
Y- Xtreme mutant power. This is a super-powerful mutant power that can only
be purchased once an X-Man has reached 15th level. The Xtreme power icon is
the top icon on the menu.
[2.2.7] Call team {L button)
----------------------------
Press L to call your teammates to you. If you are currently engaged in
combat, your teammates will target your opponent with their mutant power as
defined in their character sheet (see [3.4] below for more information on
character sheets). Use this button, in combination with one of your own
mutant powers to score combos (see [3.2] below).
[2.2.8] Move (Control stick)
----------------------------
Use the left control stick to move your character around the screen.
[2.2.9] Switch X-Man (D-pad)
----------------------------
Use the directional pad on the left side of the controller to switch to an
"open" X-Man. Any X-Man that is not controlled by a human is available for
switching. Look at your team icons in the lower left of the screen to see
which direction to press the D-pad to switch to a character. For example,
your team icons look like this:
Cyclops
/\
||
Storm <--------> Rogue
||
\/
Wolverine
You would press up to take control of Cyclops, right to take control of
Rogue, down to control Wolverine and left to control Storm.
[2.2.10] Move camera (C-stick)
------------------------------
You have some limited control over the camera using the yellow C-stick on
the right of the controller. Left/right rotates the camera, up/down zooms
in and out. There's no way to change the camera angle except through the
options menu.
[2.2.11] Game menu (Start button)
---------------------------------
Press Start to bring up a menu that allows you to view your current
objectives, access your current teams' character sheets, load a game, turn
the map on or off, etc.
/
\ /--MEN---------------------------------------------------------------
\/ [3] Gameplay
/\---LEGENDS-----------------------------------------------------------
/ \
/
=============================
[3.1] Basic Play (Story Mode)
=============================
The following information concerns playing through the main story. There
are some special game modes that can be accessed through the Danger Room
selection at the main menu (the one you get when you first start the game).
Those game modes--Sparring and Skirmish--are not covered in this guide.
Gameplay in X-Men Legends consists of action stages (called "missions")
interspersed with interludes where all you do is talk to other characters.
During the interludes, you are limited to playing as Alison Crestmere (AKA
Magma). During the missions, you will have up to fourteen X-Men from which
to choose. (The fifteenth character, Prof X, is playable only in two
specific situations.)
You progress through each mission with a team of four X-Men. (There are a
few missions where the number of available X-Men is less than four.)
Anywhere from one to four players may control the X-Men on the current
team. Any X-Men not controlled by a player will be controlled by the game's
artificial intelligence (AI).
NOTE: A player can take control of an X-Man simply by plugging in a
controller and hitting Start. If a player has to leave, you have to bring
up the game menu (Start button) and select the Players option to render
their controller inactive. If there are fewer players than there are X-Men,
any player can switch control to any "open" X-Man on the team.
In addition to finding and eliminating resistance, each mission will have a
variety of objectives you must complete. You might need to destroy a
certain number of machines, or find a specific character or rescue other
people. You can review your current mission objectives by bringing up the
game menu and selecting the Objectives option.
During missions, you can bring up an auto-map (see Section [3.3] below)
that shows you where you've been. The large map also shows objectives (a
yellow X inside a circle) and Xtraction points (a blue X inside a circle).
You should always use the large map to help you find your way around the
different stages.
Xtraction points are marked by a glowing, blue X in a circle on the ground.
At an Xtraction point, you can do a variety of things:
- Change Team: allows you to change the members of your current team.
Choosing this option brings up the Characters screen. Highlight any
character and press A to switch to a different character. While in this
mode, you can revive fallen X-Men using tech bits (see Section [3.5] below)
and re-add them to your team. If your current roster is not subject to
change, this option will not be available. NOTE: all fallen X-Men are
revived at the end of a mission, so only pay to revive an X-Man if you
absolutely must do so.
- Save Game: allows you to save your current progress. Saved games require
25 blocks on a GCN memory card. You should use a memory card with enough
free space to store at least two saved games, preferably more. You will
also need 1 block for game options, so your memory card must have at least
26 blocks and should have 51 or 76 blocks free for playing X-Men Legends.
- Load Game: allows you to load a saved game. You can also do this from
the game menu (i.e. you don't need an Xtraction point to load a game).
- Visit the Danger Room: some Xtraction points allow you to jump straight
to the Danger Room in the X-Mansion and play scenarios there. If you are
finding a stage difficult, use this option to level your characters some
more so you have more power to get through the stage.
- Visit Forge: once you have unlocked Forge during the first interlude,
you may use an Xtraction point to visit his shop and either buy or sell
equipment. Forge will buy anything you carry; however, he sells only armor,
backpacks and belts. If you are in desperate need of protection, you can
buy some things from him. Mostly, you will use Forge to reduce your
inventory so you can pick up more stuff.
- Visit Healer: Healer is a Morlock friendly to the X-Men. Once you have
talked to him during the third mission, you will be able to use Xtraction
points to visit his shop. Like Forge, he buys anything. All he sells are
health and energy packs and certain Danger Room discs you may have missed
along the way. He also has a very expensive Grab Bag that produces a random
item. Sometimes this can be a very good item, most of the time it will be
worth far less than what you paid to reach into the bag.
Not all stages have Xtraction points and not all Xtraction points allow the
full range of options listed above. (Save Game and Load Game are available
at all Xtraction points, the other options vary.) Whether or not a stage
has an Xtraction point is noted in the walkthrough below.
As you play through each mission, you should try to pick up as much stuff
as you can. This means breaking things. At least half, if not more, of all
the placeable objects in the game are breakable, and some produce
equipment, health or energy packs or tech bits. The most likely candidates
for useful stuff are the container objects: barrels, trash cans, crates,
etc. Beds, chairs, computer consoles and other such items rarely produce
anything; but, they're fun to break anyway. (Or, pick them up and throw
them at the bad guys...)
============================
[3.2] Combat & Mutant Powers
============================
Combat, and lots of it, is the name of the game in X-Men Legends. Each X-
Man has two primary melee attacks: standard and strong/knockback. Standard
attacks are made with the A button, strong attacks with B. By hitting an
opponent with different sequences, you can perform a special attack that
does more damage. Some of the special attacks are:
- Triple Hit: A, A, A
- Knockback: B, B
- Popup: A, A, B
- Trip: A, B, A
- Stun: B, A, B, B
- Power sequence: A, B, B, A, A, A
While some X-Men can be mildly effective just unloading melee attacks on
the bad guys, the best way to win fights is to use your X-Men's mutant
powers. Even better, you should learn how to hit "power combos"--two mutant
powers used on one opponent at the same time.
Hitting combos in multiplayer requires communication between the players
and a good sense of the timing of each mutant power being used. Wolverine's
Brutal Slash, for example, is much faster than Storm's Lightning Strike. If
a player controlling Wolverine wants to hit a combo with a player
controlling Storm, the Wolverine player must watch the timing of the LS and
initiate the Brutal Slash immediately before the lightning hits.
In single player, hitting combos is part luck and part skill. In combat,
you press L repeatedly to call your teammates to you and have them attack
your opponent with their mutant powers. Again, timing is an issue, but you
don't have much control over when the computer AI will actually unleash its
power(s).
The primary method of hitting combos in single player is to hold down the R
button and repeatedly press both the L and A buttons. Experiment to find
different teams that work well for hitting combos. Make sure you always
have either Cyclops or Storm (or both) on the team for the bonuses they
provide to power combos.
Examination of gameplay videos shows the powers do not have to hit exactly
simultaneously. There is a small window of opportunity surrounding each
power when you can cause a combo. You can also hit super combos by
executing an Xtreme power at the same time another X-Man unleashes a normal
power. Combos can also occur between two of your teammates while you're
melee attacking an opponent. During combat, get used to mashing the L key
repeatedly to keep your teammates firing away.
Once you get to level 15 and purchase Xtreme powers for your X-Men, you can
use these powers by pressing R+Y. Xtreme powers require Xtreme icons, which
will display at the bottom center of the screen. In order to fill these
icons, you need to collect Xtreme tokens the same way you collect health
packs, etc. Each token fills one-quarter of an icon, so you must collect
four tokens to get one full icon and use an Xtreme power once.
The Xtreme power icons are shared by all X-Men. That means, if you have one
icon filled, and Gambit uses 52 Pick Up, Storm cannot then immediately
follow with Cyclone Fury until you pick up more tokens. At level 15, you
can have one filled Xtreme icon. At level 20, you can have two filled
icons. At level 25, you can have three; at level 30, you can have four;
and, at level 35 and after, you can have five filled icons.
Xtreme powers are most useful for crowd control. The best Xtreme powers are
those that launch enemies away from you, such as Colossus' Seismic Smash.
Try to avoid using Xtreme powers against bosses, as the Xtreme powers are
large area-of-effect powers that are intended to damage multiple enemies.
Against a single enemy, they're a lot less powerful. Use focused, single-
opponent powers and combos against bosses.
Another method of dealing with your enemies is to throw things at them. A
character with the Might skill can pick up cars, trucks and other really
heavy things. Any character can throw barrels or crates; the exploding
barrels are especially nice. Any character with Might can pick up Wolverine
and hurl him--claws first, of course--at an opponent. Gambit and Jubilee
can both charge objects and throw them before they explode--sort of
homemade grenades.
As you attack enemies, keep an eye on the enemy status bar in the top
center of the screen. This shows your opponent's health status and any
damage resistances possessed by the enemy. For example, some enemies are
physical resistant. This means attacks causing physical damage are less
effective. Team up on the guy with energy, elemental and mental attacks.
The same goes for opponents listed as mental resistant, etc.
Keep an eye out for rejuvenators. Various mobs have a special unit that can
revive fallen comrades. If you don't take out the rejuvenator, the bad guys
will keep coming and coming and coming and coming. See Section [5] Enemies
below for a list of rejuvenator units.
Finally, if you can, avoid combat on bridges (especially bridges built by
an X-Man) or near ledges. The computer AI is just stupid enough to
occasionally send your teammates jumping into the abyss after enemies that
have fallen over the edge. That's a bad thing.
Combat in X-Men Legends is fast, furious and goes on forever; so, you'll
get plenty of practice in taking care of the bad guys. If, for some strange
reason, you can't get enough combat, try the Danger Room.
===================
[3.3] Using the Map
===================
The large auto-map is an essential part of success in X-Men Legends.
Without the map, stages can become confusing and impossible to navigate.
With the map, you can always see in which direction your next objective
lies. The stages are very linear, but some of them can twist around enough
to leave you confused unless you can see where you are and where you are
going on your map.
The large map contains a number of useful markers to help you find your way
through each stage:
A blue X marks an Xtraction point. See section [3.1] above for more
information about Xtraction points.
A yellow X marks a stage objective. It might be a control panel that needs
to be operated, a person who needs to be rescued or a device that needs to
be destroyed. Your primary goal in each stage is to go to each yellow X and
do whatever needs to be done. Then you head for the exit and the next
stage.
A red arrow marks the exit from the stage. Once all objectives have been
cleared (all yellow X's are gone), find and use the exit.
By default, the map is hidden when you start the game. To turn on the map,
bring up the game menu using the Start button. Scroll down to the Map
Hidden button and press A to switch to the Small Map. The small map might
be more to your taste; however, it only shows your immediate surroundings
and will not show distant objectives. The small map overlays the right
center portion of the screen. Press A again to switch to the Large Map. The
large map overlays the center of the screen and can show nearly an entire
stage. Pressing A again will switch back to Map Hidden.
The large map overlay can be daunting when first used; however, it is an
invaluable tool and you should quickly grow accustomed to its presence. In
no time at all, you will be able to look right past the map whenever you
are in combat and then refocus on it when you are ready to move on.
========================
[3.4] Leveling the X-Men
========================
[3.4.1] Introduction
--------------------
Each X-Man has a "level" that indicates how much experience and how much
power the X-Man has. This level can be seen on the character screens, the
character sheet of each X-Man and next to the X-Man's health and energy
meters during game play. As you play the game, the X-Men earn experience
points (XP). At specific totals of XP, each X-Man increases in level and
can "level up".
NOTE: As you earn XP, *every* X-Man receives some points, including those
who are not participating in the mission, and even those who have yet to be
unlocked. The X-Men actually participating in the mission receive a
slightly higher amount. This way, all X-Men stay at about the same level;
however, if you use a specific team almost exclusively, they will
eventually outpace the rest of the X-Men. It is a good idea to change-up
the team once-in-a-while to keep everyone's level equivalent.
Whenever an X-Man on your team has increased in level, you will get a
notice on screen (it's kind of hard to miss). You may also see a smaller
notice on screen if you start using an X-Man who has increased in level,
but has not yet been leveled up. This notice shows bottom center and says
"Level Up" with a small gray circle to the left of it. The small gray
circle represents the Start button.
Every time your X-Man increases in level, he or she receives one point to
add to stats and one point to add to powers/skills. At every fifth level
(5, 10, 15, 20, etc.), the X-Man receives two points for stats and two
points for powers/skills. If you do a moderate amount of Danger Room play,
the X-Men will probably end the game around 37th level, which means you
will be able to spend a total of 43 points for stats and 43 points for
powers/skills. If you power-level using the Danger Room, you can get your
X-Men into the mid-40s in level.
[3.4.2] Character Screen
------------------------
To level up an X-Man, you must bring them up on the character screen. You
can get to the character screen through the game menu (Start button) and
choosing the option Characters. You also access the character screen at
Xtraction points when you choose to Change Team and at the beginning of
each mission. The Change Team character screen allows access to all
available X-Men. The character screen accessed from the game menu only
allows access to the members of the current team.
The character screen shows four X-pads, typically with a mutant on each
pad. The pads are in the same configuration as the X-Men on the D-pad icon
on your game screen. To the right are each X-Man's vital statistics, in
order from top to bottom of top, right, left and bottom X-pad. The stats
show each X-Man's level and current and maximum health and energy. If the
X-Man needs to be leveled up, a gold double-helix will be rotating next to
his or her name. To select an X-Man on the screen, use the control stick or
D-pad to highlight an X-pad.
Below the character stats are your current number of tech bits, health
packs and energy packs. Along the bottom of the screen is the menu.
- B button: Back--cancels everything you've done and returns to the game;
do not press this unless you want to go back and start over from the point
where you first opened the character screen
- X button: Skin--changes the current X-Man's costume (not all X-Men have
alternate costumes); available only after you've beaten the game and
unlocked extra costumes and only useable on the Change Team character
screen
- A button: Replace--changes the X-Man at the currently selected X-pad;
only available on the Change Team character screen
- Y button: Details--opens the currently selected X-Man's character sheet
- Start button: Accept--commits all changes to memory and returns to the
game; once you accept changes made to the X-Men's stats, powers and skills
you can't undo them
If you are at the Change Team character screen and you press A to change an
X-Man, a filmstrip of available X-Men portraits opens on the bottom of the
screen. You can scroll left and right on this filmstrip with the control
stick. "Dead" X-Men's portraits are darkened with "Revive" overlaid and the
cost (in tech bits) to revive him or her. The cost increases as the X-Men
increase in level.
From this filmstrip, highlight an X-Man and press A to revive (if the X-Man
is dead and you have enough tech bits). Press A to place that X-Man at the
currently selected X-pad if the X-Man is alive. Press Y to access that X-
Man's character sheet.
[3.4.3] Character Sheet
-----------------------
You level up an X-Man, change their equipment, change the AI that governs
them and view all their information from the character sheet. At the top
left of the character sheet is the character's portrait. To the left of the
portrait, you can see the L and R button icons; press L or R to switch to
the character sheets of the other X-Men on your current team. If you're
accessing the character sheet from the Change Team filmstrip, you can
switch to any available X-Man.
To the right of the portrait are three icons representing three pages that
you can access. Underneath these page icons is the character's current
level and the number of points available for the currently selected page.
The three pages are:
- Stats/AI: shows the character's Strike, Agility, Body and Focus scores;
the AI level; the AI heal rule and the character's AI mutant power
- Powers/Skills: shows the character's mutant powers and skills and
current level in each
- Equipment: shows character's equipped backpack, belt and armor and the
available inventory for each slot
To the right of the main window are the character's statistics including
current attack and defense ratings, current and maximum health and energy,
current experience points and points needed to obtain another level.
Underneath the editable region of the window is an information window
showing details about the currently selected stat, power, skill or piece of
equipment. At the bottom is the menu:
- B button: Back--returns you to the character screen; changes you have
made are kept, but have not yet been committed to memory, you can still
come back to the character sheet and re-do the level up
- X button: Subtract--reduces the currently selected stat, power or skill
by one point; this is only available if you have, in this session, added
points to the score
- A button: Add/Equip--increases the currently selected stat, power or
skill by one step or allows you to change the currently selected piece of
equipment
- Y button: Auto--automatically levels up the X-Man. This is not
recommended
- Z button: Drop--on the equipment screen, drops the currently selected
item from the team's inventory
- Start button: Accept--commits changes to memory and returns to the game;
all changes are committed to memory and cannot be undone
[3.4.4] Stats/AI
----------------
Each X-Man has four ability statistics (stats): Strike, Agility, Body and
Focus. Strike adjusts attack rating, Agility adjusts defense rating, Body
adjusts your health and Focus adjusts both the amount of mutant energy you
have and the rate at which it regenerates. The stats shown on this screen
represent your "modified" stats; i.e. any bonuses from skills, equipment or
other items are included.
In general, each X-Man needs lots of Focus because generous use of mutant
powers is the way to win this game. Putting all your level-up points into
Strike, Agility and Body and just punching and kicking your opponents is a
recipe for disaster. Mutants need their mutant powers; thus, they need lots
of mutant energy. Melee characters need at least one-third of all level up
points placed in Focus. Ranged characters need about one-half of all points
in Focus.
Of the other three stats, Body is the most important as it determines the
X-Man's health. Melee characters will want a high Strike score so they can
dish out more damage. Ranged characters will want a higher Agility so they
don't get hit so often. Spread your level up points between these stats as
you desire; there's no real formula for the relationship between them.
Below the Focus score is the character's AI level. The AI level controls
how the X-Man should react in combat, especially when you call for help.
There are three levels of AI for each X-Man.
- Aggressive: the X-Man responds immediately to attack your opponent
- Normal: the X-Man waits for an opportunity before attacking your
opponent
- Defensive: the X-Man only attacks if he or she is attacked
There's little use in this game for Defensive AI. Melee characters should
be set to Aggressive, the remaining X-Men can be set to Normal.
Next on the list is the AI heal rule that governs how the AI uses health
packs. A change on any one character's sheet affects all X-Men, not just
the individual character. There are four rules:
- Never: the AI never uses health packs
- < 20%: the AI uses a health pack if the character's health falls below
20 per cent of maximum and there are more than two health packs in
inventory
- < 40%: the AI uses a health pack when the character's health falls below
40 per cent of maximum and there are more than two health packs in
inventory
- < 80%: the AI uses a health pack when the character's health falls below
80 per cent of maximum and there are more than two health packs in
inventory
The recommended setting is < 40%. Never is not a good idea unless you
intend to rapidly switch X-Men while in combat in order to use health
packs. Less than 20% can cause an X-Man to die from massive damage before
getting low enough to use a health pack. Less than 80% will cause the AI to
use health packs far too rapidly.
Last on the list is the AI power. This is the mutant power the AI will use
when you call for an attack using the L button. Recommended settings for AI
power are listed in the description of each X-Man in Section [4].
To increase a stat or change an AI rule, use the control stick to highlight
the item and press A. If you have added points to a stat in this session,
highlight the stat and press X to subtract a point. You cannot subtract
points added to stats previously and committed to memory.
[3.4.5] Powers/Skills
---------------------
Each X-Man has three standard mutant powers, one Xtreme power and several
skills as outlined in Section [4]. The first power on the list is the A-
button power and all X-Men start with one level of this power. Next on the
list is the B-power, then the X-power and then the Xtreme (Y-button) power
followed by the skills.
Each of the first three powers is a "tree" with three "branches". You must
fill up each level of an upper branch before you can fill up levels in the
next branch. The A and B powers have two branches of five levels each,
followed by a "Legend" branch with just one level. Initially, you will not
see the Legend branch, it does not show on the character sheet until your
X-Men have reached 25th level. Even then, you can't purchase the Legend
branch until 30th level. The X power has three branches of three levels
each. All three branches are visible from the start, though it will take
you a while to fill them. The Xtreme power is a single level.
The first level of any branch costs two level up points to fill. Successive
levels in that branch cost only one point. In addition, there are level
requirements; for example, the first level of the first branch of the B and
X powers require the X-Man be level 5 before he or she can purchase that
power. The Xtreme power cannot be purchased until level 15.
Underneath the powers are the skills. All skill levels cost one point to
fill. Most skills have either three or five levels. A few skills have six
levels and are shown as two three-level branches. Some skills also have
level requirements; for example, Level 1 Toughness cannot be purchased
until the X-Man is 10th level.
The complete layout looks something like this (using Wolverine as an
example); capital X is a filled level, lowercase x is an empty level:
Brutal Slash X X X X X
Eviscerate X X X X X
Legend Slash X
Claw Fury x x x x x
Claw Frenzy x x x x x
Legend Frenzy x
Feral Rage X X X
Berserker Rage X X x
Unstoppable Rage x x x
SAVAGE RAMPAGE X
Health Factor X X X X X
Sharpness X X X X X
Toughness X X X
Mutant Mastery X x x
Critical Strike X X X x x
Expertise X X x x x
Powers and skills that can be leveled up display in white. Powers and
skills you cannot currently level up (not high enough character level) show
in gray. Using the control stick, highlight the power or skill you want to
level up and press A to add a level. Press X to subtract any levels you
have added in this session. Levels added in a previous session and
committed to memory cannot be subtracted.
[3.4.6] Equipment
-----------------
The third screen shows the character's current equipment in, from top to
bottom, the backpack slot, the belt slot and the armor slot. Highlight a
slot and a list of equipment for that slot that is in inventory will show
below. Press A to access the inventory list, highlight the equipment you
want to place in the slot and press A again to equip it. Press B while in
the inventory list to keep the currently equipped item. If you want to
empty the equipment slot, press X while the slot is highlighted.
Information about each piece of equipment will show in the information
window at the bottom of the screen when that piece of equipment is
highlighted. You can also get an overview of all the equipment in Sections
[7.6], [7.7] and [7.8] below.
===========
[3.5] Items
===========
Your primary task in X-Men Legends is defeating the bad guys. Your
secondary task is scrounging for loot...err, I mean collecting valuable
equipment. The bad guys sometimes drop items, but much of your swag is
going to come from busting open barrels, crates, computer terminals...you
get the idea. It's just more fun, random destruction!
Most of the items you will collect are health packs and energy packs. Since
these resources get used up frequently (especially in the early game), it's
a good thing the game drops a lot. Later in the game, as your energy
regeneration improves, you can start selling off some of the energy packs
you pick up, since you don't need them as much and so many of them drop
anyway. Keep the health packs, they don't show up quite as often.
You also need to look out for tech bits, the X-Men Legends equivalent of
money. You use tech bits to buy equipment from Forge and Healer and revive
fallen mutants-in-arms. Once you hit 15th level and can use Xtreme powers,
you'll start picking up the Xtreme tokens you need to fill your Xtreme
power icons.
Then, there are all the nifty pieces of equipment that drop. Comic books to
upgrade your X-Men. Discs for "playing" in the Danger Room. Sketch books
that unlock concept art so you can say "kewwwl". And bonus skill points,
stat points and experience points. All lying around where just anybody can
get to it. Well, all right, anybody that can fly or teleport or pick up
tractor-trailers...
All X-Men share the inventory, so any X-Man can equip anything that's been
picked up, unless another X-Man is already wearing the item. There is a
limit to the number of items that can be held in inventory. If you try to
pick something up and get the message "Inventory is full", you have three
options: ignore the item on the ground because it's underpowered for your
current level; go to a nearby Xtraction point and sell unused items to
Forge or Healer; drop some of your current inventory on the ground. In
order to keep your inventory from filling up, re-evaluate your equipment
and sell unneeded items every second or third Xtraction point.
A more complete list of items available is in Section [7]. Items that
always show up in a specific location (such as comics, Danger Room discs,
sketch books and bonus points) are listed in Section [6] Walkthrough.
===========
[3.6] Hints
===========
Learn to use the large map. It's a bit annoying and hard to use at first;
however, once you become accustomed to it, you will not be able to play
with it off.
Learn to hit combos and always have at least Cyclops or Storm on your team
to increase the damage and XP bonus of combos. For really insane bonuses,
have both leaders on your team. (This is assuming you are building up their
Leadership skill, which you should.) To score more combos in single player,
control an X-Man with a slow-developing power or a power that affects
multiple enemies (Storm is a good choice as her Lightning does both). By
the time your character's power hits, your teammates will have responded to
your call and hit with their own powers.
Use the Danger Room to level your X-Men and collect items. Exit a Danger
Room mission before completing it and you can play through it as many times
as you like and still collect items. Once you've cleared a DR mission, it
will no longer drop items when replayed. The Teamwork scenarios are useful,
since you can easily avoid accidentally "winning" the scenario by refusing
to use combos. You'll get el grande experience and items, and can do it
over, and over, and over...
Concentrate on maximizing a few key mutant powers and skills rather than
having lots of half-powered abilities. Consider each X-Man's core strengths
and pick corresponding powers and skills. Cyclops, for example, doesn't
really need any levels in Critical Strike.
Powers that damage a single opponent are stronger and more useful than wide
area powers (except for the Xtreme powers, which are in a league of their
own). Keep your team and their powers focused on a single enemy and take
your opponents out one-by-one rather than trying to blast them all at once.
Make sure each X-Man that has a special jumping/flying ability gets it
built up. The exceptions may be Iceman and Magma. Their slides are not
quite as useful as flying or double-jumping. They're really, really cool,
however, so, you know, go ahead and buy a few levels anyway. Just so you
can, you know, show off once in a while.
As much as possible, use equipment that aids regeneration of health or
energy, or aids in defense. Sell off the stat-boosting items once you have
the other types.
Lure enemies to you using a ranged fighter to prevent being mobbed.
Consistently use the L button to keep all X-Men focused on a single enemy
and increase the chances of scoring a combo.
Always take out the strongest enemy first, then deal with the peons. The
only exception is when there is some method where the enemy is
regenerating; in that case, take out the regeneration unit first. Examples:
Morlock Goths resurrecting their comrades; launchers that keep spitting out
sentinels.
Always save when you reach an Xtraction point. Use a large memory card and
rotate between two or three saves. If you find you're in bad trouble in a
stage, you can always go back one or two stages and try something
different.
/
\ /--MEN---------------------------------------------------------------
\/ [4] X-Men
/\---LEGENDS-----------------------------------------------------------
/ \
/
=================
[4.1] X-Men Stats
=================
Each X-Man has four ability statistics (stats):
- Strike: determines attack rating
- Agility: determines defense rating
- Body: determines maximum health
- Focus: determines maximum energy and energy regeneration rate
In general, you should concentrate on Focus for each X-Man as your mutant
attacks are your most powerful, so you want to be able to use them as much
as possible. I recommend spending at least one of every three stat
increases on Focus. Over the course of the game, this should add about 14
or 15 points of Focus over your starting stat. Characters that heavily rely
on mutant powers (e.g. Storm, Cyclops, Jean Grey and others) should get one
of every two points placed in Focus.
Spread the remaining points out however you wish. There's no real formula
for how these scores should relate to each other. Melee characters will
want to concentrate on Strike and Body; ranged characters on Body and
Agility. You'll find that, for characters that need high scores in these
three stats, you'll get bonus skills and items that greatly improve them.
This makes it even easier to concentrate on Focus.
===================
[4.2] Shared Skills
===================
The following three skills are available to all X-Men:
- Critical Strike: Increases the chance of criticals for melee attacks
- Mutant Mastery: Increases maximum energy by 10/15/20% based on skill
level
- Toughness: Increases maximum health by 10/15/20% based on skill level
Toughness and Mutant Mastery are good skills to have for any mutant.
Critical Strike increases the chance of scoring a critical hit with a melee
attack, and should only be taken by characters who are primarily tanks
(strong melee fighters). Criticals are hits that do additional damage. From
examination of combat, critical hits appear to do three times as much
damage as a standard hit. The base chance of hitting a critical is unknown,
but anything that increases it is a good thing.
================================
[4.3] Beast (Henry "Hank" McCoy)
================================
A-power: PinBall/Cannon Ball/Legend Ball--Beast rolls into a ball and
careens through the area at incredible speed, dishing out lots of damage
B-power: Propeller Kick/Propeller Lash/Legend Propeller--Beast spins
around, kicking any enemies in range
X-power: Beastial Feats/Beastial Instinct/Beastial Soul--Beast mentally
focuses his mind and body to react to anything; this delivers increasing
damage resistance, stat boosts and increased jumping range at higher levels
Y-power: Orbital Bombardment--calls a powerful laser down from an orbiting
satellite to smite enemies
Skills:
- Acrobatics: Increases Agility and allows a double-jump
- Grappling: Increases Strike and reflects damage from punches and kicks
- Might: Increases lifting strength and damage of melee attacks.
When acquired: You meet Beast during your first interlude in X-Mansion.
Beast is your second "tank" character, after Wolverine. At first, Wolverine
is the better fighter; but, once you get deeper into the game and max out
some of Beast's powers and skills, he's the better fighter. His PinBall
power is good, but difficult to control and frequently misses the opponent.
Propeller Kick is much more effective and is great for crowd control.
Beastial Feats ends with Beast being able to jump more than half the
screen, and increasing his Acrobatics, Critical Strike, Grappling and Might
makes him a fearsome fighter. Beast is one of a few X-Men that can get by
with less Focus; keep his Strike and Body up.
Recommended AI level: Aggressive
Recommended AI power: Propeller Kick
============================================
[4.4] Colossus (Piotr Nikolievitch Rasputin)
============================================
A-power: Power Smash/Titanic Smash/Titanic Legend--Colossus lays one on an
opponent; a very destructive power
B-power: Concussion Slam/Concussion Blast/Concussion Legend--Colossus claps
his hands, causing an arcing shockwave that damages and knocks back
opponents in range
X-power: Steel Skin/Titanium Skin/Osmium Skin--Colossus' personal shield;
metal armor forms around his body giving him damage resistance and
resistance to pain
Y-power: Seismic Smash--Colossus slams the ground and really shakes things
up
Skills:
- Colossus Charge: A heavy charge attack that can be performed from a jump
- Knockback: Increases the knockback power for Colossus' knockback (B-
button) melee attacks
- Might: Increases lifting strength and damage of melee attacks
When acquired: You rescue Colossus from a Russian nuclear plant; he's first
available during the GRSO attack on X-Mansion during Interlude #5.
Once you acquire him, Colossus is probably your best tank. He simply does
insane amounts of damage with his Power Smash and his metal skin keeps his
health levels high. On the downside, he's kind of slow. He'll need to be
equipped with a Muscle Accelerator to make him really effective.
The Concussion Slam power affects multiple enemies, but only in a 90-degree
arc in front of him, so it's less useful for crowd control. Max out the
Power Smash and Steel Skin trees, Toughness, Critical Strike and Might. Put
stat points into Strike, Body and Focus. In single player, let the AI
control Colossus and try hitting combos with him with a ranged fighter
(Storm, Magma, Iceman, etc.).
Recommended AI level: Aggressive
Recommended AI power: Power Smash
=============================
[4.5] Cyclops (Scott Summers)
=============================
A-power: Optic Beam/Optic Blast/Legend Blast--a powerful energy beam that
strikes a single opponent; can weld metal
B-power: Optic Sweep/Optic Slam/Legend Slam--a wide-angle beam that blasts
enemies in an arc in front of Cyclops
X-power: Tactics/Strategy/Command--Cyclops' leadership abilities add to the
team's stats
Y-power: Optic Rage--an extremely powerful version of Optic Sweep
Skills:
- Accuracy: increases the chance of scoring a critical hit with a ranged
attack
- Leadership: increases the damage of and experience earned from power
combos
- Point Blank Shot: increased damage done by ranged attacks within 10 feet
When acquired: You pick up Cyclops just after fighting Mystique during the
first mission.
There's no way around it, in the early game, Cyclops is a wuss. His Optic
Beam isn't nearly as useful as Storm's Lightning--though, statistically,
they're equivalent. He stinks as a melee fighter--Jean Grey and Storm at
least have the ability to power up their melee attacks with bonus damage.
Overall, until you get past the halfway mark and Cyclops can start powering
up his signature eye-blast, you're not going to use him much.
Ignore his Optic Sweep power as it only affects groups in a 90-degree arc
in front of him. Optic Rage, as an Xtreme power, has the same limitation,
so you may not even want to purchase it until much later in the game. Power
up Optic Beam, Tactics, Mutant Mastery, Leadership, Accuracy and Point
Blank Shot. He has little melee skill, so concentrate on beefing up his
Focus and split the remainder between Agility and Body. Equip him with
something that powers up his mutant attack or ranged attack.
Recommended AI level: Normal
Recommended AI power: Optic Beam
================
[4.6] Emma Frost
================
A-power: Confuse/Command/Legend Command--confuses enemies so they are no
longer able to fight, at high levels it can convert enemies to allies; this
effect is time-limited
B-power: Fear/Terror/Legend Terror--causes enemies to flee in terror; this
effect is time-limited
X-power: Psychic Shell/Diamond Shell/Impervious Shell--encases Emma in a
diamond-hard substance that reduces damage
Y-power: Psychic Bedlam--causes psychic (mental) damage to all enemies
within 50 feet and paralyzes nearby enemies with fear
Skills:
- Psionic Strike/Psionic Fury: adds mental damage to melee attacks
- Hardness: reflects physical damage back at foes
- Shell Might: has the same effect as Might--increased melee damage, can
lift heavy objects--when using Psychic/Diamond/Impervious Shell
When acquired: Emma comes to help free Illyana from the Astral Plane, and
is first available during the GRSO attack on X-Mansion in Interlude #5.
Emma's "offensive" powers are only offensive to you, the player. Causing
enemies to run away either in confusion or fear accomplishes only one
thing--it prevents you from hitting those oh-so-important combos. On the
other hand, if you want to play a more "straight-up" style game, where you
just pummel everyone to death, then Emma's A and B powers are great for
crowd control.
Emma should be leveled up as a melee fighter; doing so will make the last
stage of the first Astral Plane mission a lot easier. Max out her Shell
power, Hardness, Shell Might, Psionic Strike, Toughness and Critical
Strike. Keep her Shell up all the time and just melee with her; she can
dish out a lot of damage. Emphasize her Strike and Body stats more than
with other characters and don't worry about Focus quite as much--you won't
be using energy quite as continuously as other characters.
Recommended AI level: Normal
Recommended AI power: Confuse
==========================
[4.7] Gambit (Remy LeBeau)
==========================
A-power: Charged Card/Charged Shuffle/Card Legend--throws kinetically
charged cards, can also destroy objects with a touch (stand next to an
object and press R+A)
B-power: Staff Slam/Staff Detonation/Staff Legend--Gambit slams his staff
on the ground, causing a concussive shockwave that knocks down and damages
nearby enemies
X-power: Kinetic Boost/Kinetic Amplification/Kinetic Mastery--boosts damage
of Gambit's physical attacks and his movement speed
Y-power: 52 Pick Up--Gambit fires off a full deck of kinetically charged
cards, damaging enemies in a wide area
Skills:
- Kinetic Strike/Kinetic Fury: adds kinetic damage to melee attacks, not
including staff attacks
- Overload: adds energy to charged objects
- Staff Master: adds kinetic energy to non-power staff attacks
When acquired: Gambit is held hostage by the Morlocks; you'll free him at
the end of your first mission into their sewers.
Gambit is a melee fighter, but not really a tank. With Staff Slam, Kinetic
Boost, Kinetic Strike, Staff Master and Critical Strike, he's a good close-
in fighter. His one ranged attack, Charged Card, is OK, but not great. One
way he can work at range is to charge objects using Charged Card and
Overload. Just stand next to a barrel, press R+A and then hurl the barrel
at your opponents before it explodes.
Recommended AI level: Normal
Recommended AI power: Staff Slam
==========================
[4.8] Iceman (Bobby Drake)
==========================
A-power: Freeze Blast/Deep Freeze/Legend Freeze--slows or freezes enemies,
build ice bridges, puts out fires
B-power: Ice Shards/Ice Spikes/Legend Spikes--throws ice projectiles
X-power: Ice Armor/Ice Equipment/Ice Forge--adds ice armor bonus, higher
levels give allies cold damage bonus to punches
Y-power: Freeze Frame--freezes enemies within 12 feet, slows enemies within
33 feet
Skills:
- Cold Smash/Cold Crush: adds cold damage to melee attacks
- Ice Tracks: Iceman can glide through the air on sheets of ice
- Point Blank Shot: increases damage of ranged attacks within 10 feet
When acquired: Bobby Drake will try to charm Alison during the first
interlude in X-Mansion.
Iceman is almost indispensable in the early game as you need him to build
ice bridges and put out fires. Once Jean Grey and Magma can build bridges,
and Storm can put out fires, he's a lot less useful. His primary power,
Freeze Blast, is nice for slowing your enemies down; but, it does no actual
damage. As a scattershot attack, Ice Shards is less than useful.
Perhaps Bobby's best power is Ice Armor since, at higher levels, it extends
bonus damage to the melee attacks of the other X-Men on the team. If you
concentrate on Ice Armor, Cold Smash, Critical Strike, Toughness and his
Strike and Body stats, you can turn Iceman into a capable melee fighter.
Recommended AI level: Normal
Recommended AI power: Freeze Blast
===============
[4.9] Jean Grey
===============
A-power: Telekinesis/Telekinetic Mastery/Telekinetic Legend--uses TK to
throw enemies and objects about, build bridges and pull distant switches
B-power: Psychic Shout/Psychic Scream/Psychic Legend--radial mental attack
that cripples and slows enemies while damaging them
X-power: Telekinetic Shield/Telekinetic Shell/Telekinetic Armor--psychic
shield, at high levels extends to the rest of the team
Y-power: Phoenix Force--Jean Grey transforms into Phoenix, lifts all nearby
enemies up and smashes them into the ground
Skills:
- Psionic Strike/Psionic Fury: adds mental damage to melee attacks
- Telekinetic Combat: increases damage of all mental attacks
- Flight: allows flying and flight pickup (at level 3 and above)
When acquired: Jean gives you the tour of the upper two floors of X-Mansion
during your first visit.
Jean is all about the mutant powers, baby! You want 'em all, you know you
do. Forget about Psionic Strike and Critical Strike. Power up Telekinetic
Combat, Mutant Mastery, Flight and all three of her mutant powers and let
her lay waste the hordes of evildoers that dare to befoul this fair
planet...
Err, yeah. All of Jean Grey's mutant powers are very useful and you will
want to magnify their use as much as possible. Outfit her with DNA
Generators as quickly as possible so she can spend all day tossing enemies
about like little rag dolls.
Recommended AI level: Normal
Recommended AI power: Telekinesis
===============================
[4.10] Jubilee (Jubilation Lee)
===============================
A-power: Energy Burst/Energy Blast/Legend Blast--throws charged energy
globes
B-power: Photo Flash/Strobe Flash/Legend Flash--radial light attack
confuses enemies
X-power: Bait/Taunt/Pep Rally--penalizes enemy's attack
Y-power: Independence Day--sets off a bunch of fireworks
Skills:
- Detonate: adds energy to charged objects
- Accuracy: increases the chance of a critical hit with a ranged attack
- Point Blank Shot: increases damage of ranged attacks within 10 feet
When acquired: You find Jubilee hanging out on the grounds of X-Mansion
during the second interlude.
Jubilee is a support character. Her most useful power is Bait, which can
considerably weaken your foes. Energy Burst + Detonate allows her to create
her own grenades, just like Gambit.
She's not much for melee fighting, so if you're going to use her, you'll
have to concentrate on her one ranged attack, Energy Burst. Photo Flash is
not much use, in the same manner as Emma Frost's Confuse is not much use.
You don't want enemies wandering around confused, it makes it hard to hit
combos on them. Use Bait liberally to keep enemies weak, and power up
Accuracy and Point Blank Shot to make Energy Burst more effective.
Recommended AI level: Normal
Recommended AI power: Energy Burst
===============================
[4.11] Magma (Alison Crestmere)
===============================
A-power: Fiery Blast/Magma Blast/Magma Legend--fires balls of fire in an
arc in front of Magma; is capable of welding metal
B-power: Lava Fissure/Lava Rift/Legend Rift--molten rock erupts from the
ground damaging enemies in a wide radius and throwing them upward; can also
build rock bridges
X-power: Fiery Form/Magma Form/Atlas Form--gives Magma protection from
damage, and adds Might and energy damage to her own melee attacks
Y-power: Volcano--Vesuvius erupts under your opponents' feet
Skills:
- Burning Rage/Erupting Rage: adds fire damage to melee attacks
- Lava Tracks: allows Magma to glide through the air on streams of lava
- Magma Might: Has the same effect as Might--increased melee damage, lift
heavy object--but only while Magma is in her Fiery Form
When acquired: You play as Alison during all the interludes; however, you
can't use her as Magma until you've completed your X-Men Qualification Exam
after the mission to save the Arbiter.
Like Gambit, Magma has an OK ranged attack, but is really meant to be a
melee combatant. Using Fiery Form and with Erupting Rage, Magma Might and
Critical Strike maxed, she becomes a pretty decent fighter. Lava Fissure is
a better attack power than Fiery Blast; but, since both have their uses
other than combat, you'll want at least a few levels in Fiery Blast; max
out Lava Fissure.
Since Magma can build bridges and weld metal and is a better melee fighter
than Iceman, she'll probably replace him on the team once she's unlocked as
a playable X-Man.
Recommended AI level: Normal
Recommended AI power: Lava Fissure
=================================
[4.12] Nightcrawler (Kurt Wagner)
=================================
A-power: Teleport Leap/Teleport Strike/Legend Strike--teleport ahead for a
distance, if an enemy is ahead, teleport behind him and strike
B-power: Teleport Flurry/Teleport Frenzy/Legend Frenzy--teleport around an
area, hitting multiple enemies (or one or two enemies multiple times) and
end back at start position
X-power: Shadow Blend/Shadow Arts/Shadow Mastery--reduces damage and
increases Agility
Y-power: Blindside Blitz--Unrelenting teleport attack frenzy
Skills:
- Leap of Faith: gives a chance that Nightcrawler will rescue friends from
death if they die within range; this only works if the computer AI is
controlling Nightcrawler
- Sucker Punch: adds to the chance of scoring a critical hit when making a
teleport attack
- Acrobatics: increases Nightcrawler's Agility and allows a double jump
When acquired: You'll meet Kurt during the second interlude at X-Mansion.
Nightcrawler is an extremely versatile character, and he has a beautiful
attack power in Teleport Flurry. Leap of Faith can be a life-saver
(literally) and Sucker Punch makes his teleport attacks quite dangerous;
and, since he's blinking in and out all the time, it is very hard for
enemies to hit him.
On top of that, Kurt can teleport past force fields and turn them off;
teleport teammates across gaps and reach certain otherwise inaccessible
areas. Overall, he's a valuable member of any team.
Recommended AI level: Normal
Recommended AI power: Teleport Flurry
===================================
[4.13] Professor X (Charles Xavier)
===================================
A-power: Hammer Legend--super strong psychic punch
B-power: Blast Legend--radial blast of psychic energy
X-power: Psychic Defense--psychic shield around Prof X only
Y-power: Psychic Maelstrom--large blast of psychic energy and lightning
Skills:
- Leadership: increased damaged caused by and experience gained from power
combos
- Might: increases lifting strength and damage of melee attacks
- Astral Knockback: adds knockback to mental attacks
When acquired: Prof X is only available as a playable character during the
mission to free Illyana's mind from the Astral Plane, and again for the
boss battle against Shadow King. You cannot otherwise play as Xavier.
Prof X is a set character. There's no leveling involved. He's a powerful
melee fighter and has devastating mental attacks. There's not much to say
about him, as you only use him once and you can't level him up.
Recommended AI level: Normal
Recommended AI power: Hammer Legend
================================
[4.14] Psylocke (Betsy Braddock)
================================
A-power: Psychic Slash/Psychic Hammer/Hammer Legend--powerful mutant blade
attack
B-power: Psychic Bolts/Psychic Spikes/Legend Bolts--throws psychic bolts
X-power: Psychic Defense/Psychic Armor/Psychic Wall--reduces damage; at
higher levels covers allies
Y-power: Psychic Onslaught--psychic blades strike down your enemies
Skills:
- Psionic Strike/Psionic Fury: adds mental damage to melee attacks
- Blade Master: increases damage and range of psychic blade attacks
When acquired: You'll help her fight Sentinels during the NYC riots; she'll
be available after that series of missions.
Betsy doesn't show up until the game is about 70% finished; and, she is, in
game terms, a psychic version of Wolverine. With Blade Master maxed, Hammer
Legend is about equivalent to Wolverine's Legend Slash. Like most
scattershot ranged attacks, Psychic Bolts is less useful at higher levels.
If you really want to use her, max out Psychic Slash, Psychic Defense,
Pisonic Strike, Blade Master, Mutant Mastery and Critical Strike.
Recommended AI level: Normal
Recommended AI power: Psychic Slash
=========================
[4.15] Rogue (Anna Marie)
=========================
A-power: Southern Strike/Southern Smash/Southern Legend--powerful smash
punch
B-power: Ability Drain/Ability Sap/Consume Ability--stun attack that steals
powers from the victim; while the victim is stunned, Rogue can use the
stolen power by pressing R+B
X-power: Bullet Proof/Iron Maiden/Invulnerability--reduces damage and pain
Y-power: Energy Drain--saps energy from all enemies, stuns them and
prevents them from using their powers for a short time
Skills:
- Flight: allows flying and flight pickup (at level 3 and above)
- Grappling: increases Strike and reflects punches and kicks
- Might: increases damage of melee attacks and enables Rogue to lift heavy
objects
When acquired: Rogue is hanging out in the sitting room of the X-Mansion
during your first interlude there.
Rogue is your best tank. Yes, that's right, she's your best tank. She's
more powerful than Wolverine, faster than Beast and Colossus and her
Ability Drain power is great for softening enemies up before smashing them.
Add in Grappling and Flight, and you have a versatile melee fighter that
can also support the team.
If there's a downside, it is that there is so much goodness, it is hard to
have it all. You'll want to buy levels in all her skills and powers, so
choosing how and where to allocate level up points is hard. You'll want to
max out Southern Legend, Flight, Might and Grappling. Spread the rest of
your points to Ability Drain, Bullet Proof, Energy Drain, Toughness and
Critical Strike. Don't bother with Mutant Mastery, unless you somehow
manage get all the others maxed out.
Recommended AI level: Aggressive
Recommended AI power: Southern Smash
===========================
[4.16] Storm (Ororo Munroe)
===========================
A-power: Lightning Strike/Chain Lightning/Legend Lightning
B-power: Whirlwind/Tornado/Legend Vortex
X-power: Storm Shield/Hail Shield/Blizzard Shield
Y-power: Cyclone Fury
Skills:
- Lightning Fury/Lightning Rage: adds lightning damage to melee attacks
- Flight: allows flying and flight pickup (at level 3 and above)
- Leadership: increases the damage of and experience earned from power
combos
When acquired: You can meet Storm during your first tour of X-Mansion.
Storm is an extremely versatile X-Man and you may quickly find yourself
including her in all your teams. She can fly, add electrical damage to her
melee attacks, blow out fires or push objects with Whirlwind, damage
multiple enemies and weld metal with Lightning/Chain Lightning and adds to
combo damage and experience with the Leadership skill. What's not to like?
All that versatility does come at a cost. She needs energy, lots of it, to
remain really useful. That means putting a lot of points into Focus, which
will make her weak if the enemy gets close or has a powerful ranged attack.
She also needs DNA Regenerators to keep her power up and avoid using up all
your energy packs. Still, once you get into the late game and Storm has a
Super or Ultra DNA Regenerator, the X-cutioner's Hood or the Mask of Xorn,
you can literally blow lightning and whirlwinds all over the place and
never run out of power.
Concentrate on building up all her mutant powers and the Leadership, Mutant
Mastery and Flight skills. Any points left over can go first into
Toughness. Storm should not be used for melee as she is far more powerful
standing back and electrocuting everyone.
Recommended AI level: Normal
Recommended AI power: Lightning Strike
========================
[4.17] Wolverine (Logan)
========================
A-power: Brutal Slash/Eviscerate/Legend Slash--Wolverines staple power, a
powerful strike with his extended claws
B-power: Claw Fury/Claw Frenzy/Legend Frenzy--multiple slashing attacks
that are good for crowd control
X-power: Feral Rage/Berserker Rage/Unstoppable Rage--increases Wolverine's
stats and movement speed
Y-power: Savage Rampage--huge slashing attacks against all nearby enemies
Skills:
- Healing Factor: allows Wolverine to regenerate health and reduces the
effect of pain
- Sharpness: adds damage and destruction to all claw attacks
- Expertise: increases Strike and Agility stats
When acquired: You start the game with Everyone's Favorite X-Man(tm).
Wolverine is very popular; but, in game terms, he's pretty underpowered
once you get about halfway through the game. In the beginning, he's your
best tank (strong melee fighter). He will soon be eclipsed by more
versatile tanks such as Rogue, Colossus or even Magma or Iceman (who can
add elemental damage to their melee strikes). He's all about hitting with
Brutal Slash or Claw Fury. Even though, with Expertise and Feral Rage, his
stats can go through the roof, he begins losing out to stronger X-Men in
the late game.
What keeps him going, and is especially important early, is Healing Factor.
If he gets weak, just run away and he'll be better in no time. Still, this
ability can be partially recreated with Tissue Generators on the other X-
Men and loses its appeal once you can carry around a lot of health packs.
To keep him useful, max out the Brutal Slash and Feral Rage trees and keep
his Healing Factor, Sharpness and Critical Strike as high as you can. Put
left over points into Mutant Mastery and Claw Fury. Because of Healing
Factor, Wolverine doesn't really need Toughness.
Recommended AI level: Aggressive
Recommended AI power: Brutal Slash
======================
[4.18] Optional Builds
======================
As in any role-playing game, there is no one correct way to build your
characters. Here are some thoughts on other ways you might want to level up
your X-Men...
[4.18.1] Batter Up!
-------------------
With the exception of Cyclops and Jubilee, any X-Man can be built into a
devastating melee fighter; i.e. a character that just uses punches and
kicks. Emma, Gambit, Iceman, Jean, Magma, Psylocke and Storm can all add
different damage types to their melee attacks, making them more effective
against physical resistant foes. All X-Men get Critical Strike as a skill,
which increases the chance of scoring triple damage with each strike.
(Cyclops and Jubilee aren't good melee fighters because they get no bonus
such as energy damage or Might to their melee attacks. Also note
Nightcrawler is only good at melee through the use of his teleporting
powers. He's no better at just stepping in and trading punches than Cyclops
or Jubilee.)
If you want a real, "hands-on" experience, level up your favorite X-Men
with concentrations on their melee skills, Strike and Body, and one
offensive or defensive power. You won't use powers as much, so Focus is not
much of a concern and a team-shielding power, such as Jean's TK Shield, can
substitute for high Agility. Mix up damage types on your team; for example,
Rogue for physical damage, Storm for energy (lightning) damage, Jean for
mental damage and Magma for elemental (fire) damage. You can also max out
Cyclops' Tactics buffing power and keep him on the team as ranged support
and insta-buffer.
The benefit of this method is a greater ability to continue fighting even
if powers are exhausted. The downside is lower experience earned from fewer
combos performed, and a weak ranged fighting ability.
[4.18.2] The Best Defense...
----------------------------
...Is a good offense. Perhaps you think that shields are for girlie-men.
Or, perhaps, you have realized that, when playing X-Men Legends by
yourself, most of the defensive powers are unused. The AI doesn't use
defensive powers that much, so getting full use from all the various
shields and buffs requires a single player to rapidly switch among X-Men
and turn on their X-power.
Of course, you're not going to do that; not many people will. When playing
exclusively single-player, only level up the defensive power of those X-Men
whom you will play (i.e. control) frequently and whose X-power covers the
whole team (Cyclops, Storm, Jean, Iceman, etc.). You can switch on the
defensive power at the beginning of combat and then just use offensive
powers or melee attacks.
On the plus side, you'll have more points to put into offensive powers and
skills. On the down side, if you get into a really tough fight and are
taking lots of damage, you won't have as much protection to layer on each
X-Man.
/
\ /--MEN---------------------------------------------------------------
\/ [5] Enemies
/\---LEGENDS-----------------------------------------------------------
/ \
/
The statistics for the enemies below are estimates based on examining
combat with them. They should give you a rough idea of the strength of each
enemy. Experience point (XP) awards may vary. Boss stats are given in the
walkthrough (Section [6] below) as you meet the same bosses more than once
and their stats vary.
========================
[5.1] Anti-Mutant Troops
========================
Health: 40
Resistances: None
Powers: None
XP: 7
These are the basic troops you encounter during the first mission (and
again when you have to replay that mission as Magma). They are not terribly
strong; use them as punching bags and get the hang of using your mutant
powers.
=========================
[5.2] Brotherhood Mutants
=========================
The Brotherhood is Magneto's anti-human gang of mutants. You'll meet a
variety of Brotherhood members during your battles.
[5.2.1] Brotherhood Thug
------------------------
Health: 75
Resistances: None
Powers: None
XP: 7
The basic foot troop of the Brotherhood, you'll first meet them in Central
Park, helping Mystique. Three Brutal Slashes will finish them, or you can
toy with them a bit with A and B attacks. They don't pose much threat,
especially since you should have leveled up once by now and put a point
into Wolverine's Healing ability.
[5.2.2] Brotherhood Insurgent
-----------------------------
Health: 40
Resistances: None
Powers: Energy ray that can stun
XP: 11
These mutants are slightly more dangerous than the thugs; you encounter
them on the rooftops of NYC during the first mission. While they can stun
you with their energy ray, their health is low enough they go down to a
single Brutal Slash from Wolverine's claws.
[5.2.3] Brotherhood Marauder
----------------------------
Health: 120
Resistances: Energy
Powers: Powerful punching attack
XP: 31
A stronger version of the thug with resistance to energy attacks, but not
physical attacks. Beat him down with your tanks, but beware of his power
smash attack. Marauders first appear in the HAARP facility.
[5.2.4] Brotherhood Revolutionary
---------------------------------
Health: 100
Resistances: Physical
Powers: Energy ray that can stun
XP: 67
A stronger version of the Insurgent that makes his first appearance in the
Ice Tunnels of the HAARP facility. He's resistant to physical damage, so
your tanks are going to be less useful against him. Use something that will
slow him down or hold him up to keep him from unleashing his stun ray and
then beat him down.
[5.2.5] Acolyte
---------------
Health: 200
Resistances: Energy
Powers: Stunning beam
XP: 499
These guys are mostly dangerous for their ability to stun the X-Men;
allowing you to get beat up by the Warriors that usually accompany them.
You run into Acolytes first at the Boshnoy Nuclear Plant.
[5.2.6] Acolyte Warrior
-----------------------
Health: 300
Resistances: Physical
Powers: Super strong melee attack, concussion slam
XP: 667
Strong melee fighters that are resistant to melee attacks; but, they go
down like flies to strong energy attacks, especially combos. Watch out for
their concussion slam, which can knock your entire team off their feet.
[5.2.7] Acolyte Adept
---------------------
Health: 250
Resistances: Mental
Powers: Stunning beam, revives fallen acolytes
XP: 887
These slightly tougher acolytes are distinguished by their bright green
outfits--the other acolytes wear black. In addition to being able to stun
you, they can revive their fallen comrades. Like Morlock Goths, always hunt
these mutants down first and take them out; otherwise, you're in for a
long, long battle.
==================
[5.3] HAARP Guards
==================
These humans are a little tougher than the anti-mutant troops in NYC. They
are frequently equipped with machine guns or flamethrowers, which means
they can hit from range. You'll need at least a couple of ranged X-Men to
take them on.
[5.3.1] HAARP Security
----------------------
Health: 100
Resistances: None
Powers: None
XP: 11
The basic foot troops at the HAARP facility. They are melee fighters, using
clubs and are not much of a threat.
[5.3.2] HAARP Soldier
---------------------
Health: 100
Resistances: None
Powers: None
XP: 11
These troops are equipped with machine guns and hand grenades and can
damage you from range.
[5.3.3] HAARP Flamethrower
--------------------------
Health: 100
Resistances: None
Powers: None
XP: 11
A flamethrower-wielding version of the Soldier.
[5.3.4] HAARP Officer
---------------------
Health: 150
Resistances: Physical
Powers: Has a weapon that can stun
XP: 23
A stronger version of the soldier with a weapon that can stun, flash
grenades and physical damage resistance. Concentrate energy powers on him
and try to hit combos to increase damage.
===============
[5.4] Sentinels
===============
The ultimate mutant-killing machines, sentinels of various types pop up
throughout X-Men Legends. However, rather than inspiring fear and
trepidation, they are more like an obstacle that needs to be brushed out of
the way. For all the terror they are supposed to induce, they are really
rather easy opponents.
[5.4.1] Sentinel Alpha
----------------------
Health: 100
Resistances: Mental
Powers: Energy beams, missiles, strong melee attacks
XP: 67
These are the sentinels you fight in the Sentinel Flashback scenario. They
don't have much in the way of health and aren't resistant to physical
attacks. Wolverine's Brutal Slash is the way to take them down, especially
if you can combo it with Storm or Cyclops' ranged attack.
[5.4.2] Sentinel
----------------
Health: 500
Resistances: Mental
Powers: Energy beams, missiles, strong melee attacks
XP: 283
A stronger sentinel you first encounter on board the Arbiter. Taking it
down is the same as any tough foe--lots of combos. Storm and Cyclops, with
their energy ranged attacks, are good against these behemoths, as is Rogue
with her mutant-powered smash and Nightcrawler, since he is hard to target.
[5.4.3] Sentinel Controller
---------------------------
Health: 600
Resistances: Mental
Powers: Energy beams, missiles, strong melee attacks
XP: 2071
An even bigger, badder sentinel that uses a lot more energy beam attacks.
[5.4.4] Sentinel Mark II
------------------------
[5.4.5] Sentinel Weapons Platform
---------------------------------
[5.4.6] Sentinel Platform Mark II
---------------------------------
[5.4.7] Sentinel Advanced
-------------------------
==============
[5.5] Morlocks
==============
Morlocks are mutants who feel shunned by society and have taken up
residence in the sewers of New York City. They derive their name from the
race of underground dwellers in H. G. Wells' novel, "The Time Machine".
[5.5.1] Morlock Brute
---------------------
Health: 150
Resistances: Phsyical
Powers: Super strong
XP: 67
Brutes, along with Claws, are the basic troops of the Morlocks. Brutes are
strong and can take a beating. Ranged energy attacks, especially in combos,
are the best way to dispose of them.
[5.5.2] Morlock Claw
--------------------
Health: 150
Resistances: Energy
Powers: Throws projectiles, can stun
XP: 51
Claws are quite agile, and jump around a lot. They won't close with you too
often, preferring to stay at a distance and hit you with their projectile
attack. Your best bet is some type of holding/slowing power to keep them
immobile while you beat up on them.
[5.5.3] Morlock Goth
--------------------
Health: 100
Resistances: Mental
Powers: Revives fallen Morlocks, limited teleportation
XP: 91
Goths are very nasty, not so much because they are hard to take down,
they're actually quite easy. Rather, it's their ability to revive their
fallen comrades that makes them such a threat. They lurk in the corners and
out of the way, and you usually won't know they are there until the guy you
just took down starts glowing green and gets back up. That's when you go
Goth hunting. Any time you are fighting Morlocks, try and locate the Goth.
You'll be happy you did.
[5.5.4] Morlock Blade
---------------------
Health: 250
Resistances: Energy
Powers: Throws spikes, can stun
XP: 159
The Blade is a stronger version of the Claw first encountered halfway
through the second mission in the Morlock sewers. By the time you run into
them, you can frequently take them out with a single combo attack.
[5.5.5] Morlock Giant
---------------------
Health: 300
Resistances: Physical
Powers: Stunning fist attack
XP: 211
A stronger melee fighter than the Brute, you won't notice much difference
in how easily they go down as you'll be much stronger by the time you
encounter them.
[5.5.6] Morlock Outsider
------------------------
Health: 250
Resistances: Mental
Powers: Revives fallen Morlocks, teleportation
XP: 283
This is the improved version of the Goth. The Outsider is distinguished by
her white hair, so pick her out of the crowd and take her down.
[5.5.7] Morlock Leviathan
-------------------------
Health: 600
Resistances: Physical
Powers: Power smash
XP: 4983
These brutes are Marrow's henchmen in your second fight with her. By this
time they're not much of a challenge to your team; but, if you spend too
much time with them, Marrow can hurt you. Take them out with an Xtreme
power or some wide area-of-effect attacks.
[5.5.8] Marrow's Lieutenant
---------------------------
Health:
Resistances:
Powers:
XP:
=======================================================
[5.6] Genetic Research and Security Organization (GRSO)
=======================================================
These are the soldiers working for General Kincaid, an anti-mutant zealot
who is, along with Magneto, one of your primary opponents. You first run
into GRSO soldiers on the U.S.S. Arbiter during the fourth mission.
[5.6.1] GRSO Soldier
--------------------
Health: 200
Resistances: None
Powers: None
XP: 119
These foot troops are armed with machine guns and grenades; but, aren't
much tougher for you than the HAARP soldiers were in the second mission.
[5.6.2] GRSO Assault
--------------------
Health: 200
Resistances: None
Powers: None
XP: 119
A GRSO soldier that uses a melee weapon--a type of sword that does
additional energy damage--instead of a rifle.
[5.6.3] GRSO Officer
--------------------
Health: 300
Resistances: Mental
Powers: None
XP: 283
Slightly tougher version of the GRSO soldier that uses a ranged energy
weapon.
[5.6.4] GRSO Infiltrator
------------------------
Health: 400
Resistances: None
Powers: None
XP: 667
These are the GRSO troops that attack X-Mansion during Interlude #5. They
are tough only in numbers, since each appears with a drone. If two or three
spawn in at once, you've got a fight on your hands. One-by-one they're
cake.
[5.6.5] Infiltration Drone
--------------------------
Health: 200
Resistances: Mental
Powers: None
XP: 667
These drones are small robots that accompany the GRSO Infiltrators. They're
resistant to psychic attacks, as all robots are, but aren't quite as
dangerous as the troops.
[5.6.6] Patrol Drone
--------------------
Health: 300
Resistances: Mental
Powers: Electric shock, can freeze opponent in place for a few seconds
XP: 1579
You encounter these robots in the ruins of Weapon X. By this point in time,
two shots from Cyclops' Optic Beam should take care of them. Watch out,
they explode when you destroy them.
[5.6.7] GRSO Skirmisher
-----------------------
Health: 300
Resistances: None
Powers: Energy melee attack
XP: 2103
These are the front line troops located in the ruins of the Weapon X
facility.
[5.6.8] GRSO Expert Sniper
--------------------------
Health: 200
Resistances: Energy
Powers: Rapid fire, highly accurate machine gun
XP: 2103
These guys can really pepper you full of holes. Take them down quickly.
[5.6.8] GRSO Line Officer
-------------------------
Health: 600
Resistances: Physical
Powers: Rifle drains mutant energy
XP: 2103
Perhaps the most dangerous enemy in the Weapon X ruins, these officers can
drain your mutant energy and prevent you from using your powers. Since they
are resistant to physical damage, you don't want to be left without Scott's
eye blasts.
[5.6.8] GRSO Commander
----------------------
Health: 600
Resistances: Energy
Powers: High-powered energy gun
XP: 4983
The commanders go down pretty easily to Wolverine's Brutal Slash.
[5.6.9] GRSO Elite Skirmisher
-----------------------------
[5.6.10] GRSO Black Guard
-------------------------
[5.6.11] GRSO Major
-------------------
[5.6.12] GRSO Captain
---------------------
=======================
[5.7] Weapon X Soldiers
=======================
The guards of the Weapon X facility are your only opponents during
Wolverine's flashback. They're fairly weak, which is a good thing since
Wolverine has to go it alone against them.
[5.7.1] Weapon X Security
-------------------------
Health: 150
Resistances: None
Powers: None
XP: 91
Armed with an energy melee weapon.
[5.7.2] Weapon X Guard
----------------------
Health: 150
Resistances: None
Powers: None
XP: 91
Armed with machine guns and grenades.
[5.7.3] Weapon X Officer
------------------------
Health: 200
Resistances: None
Powers: None
XP: 283
Uses a ranged energy weapon and grenades.
==========================
[5.8] Nuclear Plant Guards
==========================
Yet more humans trying to stand in the way of the X-Men. Will they never
learn? You know the drill by now, these guys are just cannon fodder to help
fill the time it takes to run through the mission.
[5.8.1] Nuclear Security
------------------------
Health: 200
Resistances: None
Powers: None
XP: 159
Basic melee foot troops, armed with an energy weapon.
[5.8.2] Nuclear Guard
---------------------
Health: 200
Resistances: None
Powers: None
XP: 159
Ranged version of the security troops; uses a machine gun and grenades.
======================
[5.9] Shadow Creatures
======================
These are the enemies you encounter on the Astral Plane. When you first run
into them, you'll think them pushovers. But that's because the 40th level
Professor X is hitting them for about 250 points each blow (750 when he
hits a critical). Once Prof X is gone, you're in for a fight...
[5.9.1] Astral Shade
--------------------
Health: 300
Resistances: None
Powers: Energy blast
XP: 403
The weakest foe in the Astral Plane, their energy blast doesn't do much
damage and they don't melee much.
[5.9.2] Astral Fiend
--------------------
Health: 500
Resistances: Physial
Powers: None
XP: 403
This is a hand-to-hand combat unit. It's not very strong, but it has enough
health to last for a while unless you can hit some big combos.
[5.9.3] Astral Shadow
---------------------
Health: 500
Resistances: Energy
Powers: Energy blast
XP: 603
A stronger version of the Shade.
[5.9.3] Astral Goliath
----------------------
Health: 500
Resistances: Physical
Powers: None
XP: 603
A powerful melee fighter, with resistance to purely physical attacks.
[5.9.4] Warped Synapse
----------------------
Health: 400
Resistances: None
Powers: Damages anyone who touches it
XP: 5751
A sort of pod that spits out ego creepers and damages anyone who touches
it.
[5.9.5] Ego Creeper
-------------------
Health: 300
Resistances: None
Powers: Explodes on death
XP: 7
You don't get much XP for killing these offspring of the warped synapse,
but they can do lot of damage when they explode.
[5.9.6] Astral Warden
---------------------
Health: 400
Resistances: Mental
Powers: Psionic Blast
XP: 2103
Yeah, that's real nice. Put a mental-resistant monster on a plane where you
frequently travel with mental-damage only X-Men. The wardens are tough,
especially during the first mission to the Astral Plane, because all the
psychic damage is greatly reduced.
/
\ /--MEN---------------------------------------------------------------
\/ [6] Walkthrough
/\---LEGENDS-----------------------------------------------------------
/ \
/
==============
[6.1] Overview
==============
This will be a very generalized walkthrough. First, each stage is almost
constant combat, so it would be incredibly boring to have each encounter
spelled out. Only the toughest fights, including boss battles, will be
specifically mentioned.
Second, there is no compass and the camera can be freely moved around, so
directions like left, right or forward, back have little meaning. Unless
there is some distinct frame of reference, no directions will be given, you
will need to just follow your map. There is usually only one way to go, so
rather than very detailed directions, you will be told to go to the first
objective point, go to the exit, etc.
Here are some things to watch out for while moving through each stage:
[6.1.1] Obstacles
-----------------
You will frequently find your path blocked by some obstacle. There are
usually several ways around the obstacle, some more efficient than others.
- Gaps: broken bridges, catwalks and deep chasms will occasionally dot
your path. There's a variety of methods to get around these. The easiest
way is to build a bridge. At first, Iceman's Freeze Blast is your basic
bridge builder. Later, Magma, with Lava Fissure, and Jean Grey with
Telekinesis can also build bridges. You can also use Storm, Rogue or Jean
Grey to fly the other team members across (with at least three levels of
the Flight skill). Nightcrawler can teleport the other X-Men across.
- Force fields: you will occasionally find your way blocked by energy
force fields. Some force fields have a control panel nearby that can turn
them off. If that is the case, have Nightcrawler teleport through the field
and turn it off; otherwise, you have to go around it--typically by stepping
into a side room and bashing your way through the wall. Some force fields
remain up until you complete your objectives in the area.
- Fires: your path will sometimes be blocked or obstructed by fire. In a
couple of cases, a nearby fire hydrant can be broken open to douse the
flames. Otherwise, use Iceman's Freeze Blast or Storm's Whirlwind to put
out the flames.
- Moving platforms: in some of the Astral Plane stages, moving platforms
can only hold one X-Man at a time. One X-Man steps on the platform, crosses
to the next walkway and flips a switch that builds a bridge for the
remaining team.
Other, unique, obstacles will be covered in the walkthrough.
[6.1.2] Energy Saps
-------------------
There are machines in various stages that sap your mutant energy. You can
take them out with a strong melee fighter or a long-range power (Cyclops'
Optic Beam is a good choice).
[6.1.3] Exploding Containers
----------------------------
Some containers explode when struck. Keep on eye out for the hazard symbol
(three triangles arranged in a triangle) and don't destroy those
containers. You can pick them up and throw them; they make very useful
weapons and are also good for destroying energy saps. Be careful when
fighting in a room full of exploding containers, you don't want to have one
blow up in your face because your opponent has backed into it. Another way
of dealing with them is hitting them with a ranged attack--even better,
explode them from a distance while enemies are near them.
[6.1.4] "Secret" Areas
----------------------
The auto-map prevents there being any truly hidden rooms or platforms in
the game; however, some are only accessible if you have a flyer or
Nightcrawler (teleporting) in your party. Some are just out of the way and
you might run right by them on your way to an objective. These areas
frequently contain Danger Room discs, comic books, sketch books or other
useful bonus items. Keep an eye out for "unfinished" areas on your map and
make sure you explore each stage to its edges.
[6.1.5] Make-a-Door
-------------------
Sometimes the only way to progress is to blow a hole in the wall. Almost
any character can do this (though some are better at it than others), so if
a room seems otherwise inaccessible or the path seems to have reached a
dead end, try knocking down the wall.
In the following walkthrough, stages with an Xtraction point will be marked
with an (X). All stages in each mission are listed in the order in which
you travel through them. Select Begin Game from the main menu and watch the
video of NYC playing the part of LA in the movie "Volcano".
==========================
[6.2] Escape From New York
==========================
Stages:
- New York City
- West Manhattan
- Central Park (X)
- East Manhattan (X)
- East Rooftops (X)
- North Rooftops
Items:
- Wolverine Comic: East Rooftops, lying out in the open in the one
interior area you pass through
- Danger Room Disc Teamwork 101: North Rooftops, lying out in the open on
a stair landing
Recommended X-Men: You have no choice, you start with Wolverine and pick up
Cyclops on the way.
NOTE: The Xtraction points in these stages offer you only the ability to
save or load a game. After you pick up Cyclops, you get the Change Team
option; its only use is to revive Wolverine or Cyclops if one happens to
die.
Your journey begins with just Wolverine tracking Blob through the streets
and subways of New York City. This is your tutorial stage and you'll find
lots of game hints (yellow question marks floating above the ground) lying
in your path. Twice you will have to go through a subway tunnel as your way
is otherwise blocked. Keep an eye out for side areas if you need additional
health or energy packs. There's one stash that is down in a below-street
house entrance.
Eventually you will reach Central Park and encounter Mystique. After your
initial encounter, keep following Blob's footprints until Pyro blocks your
path with flaming trees. While facing the burning branches, head left and
pass under a bridge, then go up the stairs to the top. Go through the
broken fence and drop down to the entrance of a drainage tunnel. Destroy
the gate and use the drain tunnel to get back on the main path.
You will then come to an Xtraction point. Immediately beforehand, put out
the fire by destroying the fire hydrant nearby. The fire hydrant has a blue
X floating over it. This symbol indicates something that requires an X-Man
to use a mutant power to advance. After the Xtraction point (save your
game!), you will come to a bridge with an open gate underneath. This marks
the beginning of your first boss battle with Mystique.
Mystique
--------
Health: 400
Resistances: None
Powers: Shapeshifting, can disguise herself among a group of thugs
When fighting Mystique, stay behind her, away from her guns until she stops
shooting, then move in and Brutal Slash her. When she calls in help, take
them out quickly while you keep moving to avoid the bombs she is throwing
at you. If you run out of health or energy packs, break the trash cans
lining the side of the patch.
After Mystique, you'll pick up Cyclops and the two of you will continue
following Blob's footprints through East Manhattan.
Blob
----
Health: 200
Resistances: Physical
Powers: Body slam creates a shockwave that can knock you down
While Blob may have lower health than Mystique, his physical damage
resistance absorbs a lot of what Wolverine can dish out, and Cyclops is way
underpowered at this point in the game. Try to hit as many combos as you
can. The best way of doing this is to control Wolverine, close in on Blob,
issue the call to Cyclops and then hit Blob with a Brutal Slash about one
second after calling for help. When Blob jumps in the air, run away and
jump as he hits the ground so you won't be knocked down by the shockwave.
You can also pick things up and throw them at Blob. If you run low on
health or energy, there are lots of packs in the barrels and crates lying
around.
After Blob is done, you'll pick up Alison; but, she's just a follower and
cannot be controlled. Keep following the path over the rooftops of New York
until you get to the X-Jet. You should pick up both a comic book and a
Danger Room disc along the way.
==============================
[6.3] Interlude #1 - X-Mansion
==============================
Stages:
- Ground Floor
- Dormitories
- Subbasement (X)
Items:
- Danger Room Disc Teamwork 102: in the corner in the Danger Room
After most missions, you will have a "talkie" stage that usually takes
place in Xavier Mansion. This is your first interlude. Your primary
character in these stages is Alison Crestmere (soon to be known as Magma).
This interlude begins in Professor Xavier's office and you are offered a
tour of the mansion by Jean Grey or a tour of the subbasement (X-Men HQ) by
Prof. X.
Start with the tour of the mansion. Located throughout the mansion are
stations where you can view unlocked items. Each station is marked by a
green arrow floating over it and pointing at it. Get used to that symbol;
it, and a red arrow like it, will be seen in many places. Green arrows mark
something you must do, operate or protect; red arrows mark something or
someone that must simply be reached or must be destroyed. A third mark
you'll encounter in this interlude is the exclamation point over NPC (non-
player character) heads. This means you can talk with the NPC. Stand next
to the character and press X to talk.
All right, you are in Prof X's office, and have accepted Jean Grey's offer
of a tour. Your first stop should be behind the professor's desk; you can
use the computer to read short biographies of each X-Man, but only after he
or she has been unlocked. Right now, the only X-Men biographies in the
computer are Wolverine, Cyclops and Jean Grey.
Exit the professor's office and you will be in the library. On the wall is
a bookcase with the tell-tale green arrow. Use (press X while standing in
front of it) the bookcase to see the comic books you have collected. Comic
books are items found in the missions. Each comic provides a permanent stat
boost for one character.
On the opposite side of the library from Professor X's office is a
classroom. There's never any reason to visit this room after your first
tour. Leave the library and head down the hall to the sitting room. They'll
be nothing here now, but during some interludes, you'll find X-Men hanging
around in here, ready to talk. The large door in one wall leads to the
estate grounds; however, you can never actually use this door.
To one side of the room is an entrance to the main foyer, which has a
staircase to the second floor (dormitories) and an elevator that goes to
the dormitories and the subbasement. For now, continue down the hall. At
the other end of the mansion is the day room where a TV provides access to
cinematics that you have already seen. To the other side of the hall is the
dining room. You can find X-Men in both these rooms in later interludes.
After peeking in all the rooms on the first floor, go up the stairs or use
the elevator to get to the dormitories. You can rifle through each X-Man's
bedroom and look at their personal things if you want more information on
them. Otherwise, there's no need to go into any bedroom except Colossus'
room, which has the station where you can view concept art. Concept art is
unlocked when you recover sketch books in the game.
At either end of the dormitories is a sitting room. One room contains a
computer where you can review load screens that you have already seen. The
other room has a television where you can play the X-Men Legends trivia
game (see Section [8] below).
That does it for the upper two floors. Go back down to Professor Xavier's
office and ask him to take you on a tour of the subbasement. Prof X will
introduce you to the War Room, which is where you go to begin missions. He
can then give you a guided tour of the subbasement. Tell him you don't need
the tour and just use this walkthrough instead.
After telling Prof X you don't need the tour, you'll find yourself facing
the X-Mansion's Xtraction point. Directly behind you is the elevator to the
top two floors. To your left is Beast's laboratory and the entrance to the
X-Jet hangar. To your right is the medical facility and the holding cell.
Inside the holding cell is a computer where you can review biographies of
Brotherhood mutants.
Straight ahead, at the end of the hall, is Cerebro. To the left of Cerebro
is the War Room and to the right of Cerebro is the Danger Room. Go ahead
and save your game at the Xtraction point and head for the lab to your
left, where you can find and talk to Beast. Then head for the medical
facility for another talk with Jean Grey.
Now go to the Danger Room where you can pick up your second disc. Go ahead
and run through some lessons for a quick level up. After playing in the
Danger Room, head back upstairs to the ground floor and meet with Rogue in
the sitting room, Iceman (Bobby Drake) in the day room and Storm in her
room in the Dormitories.
Go back to the subbasement and go to the War Room. Use the computer in the
corner to talk to Forge. From now on, you can use an Xtraction point to
visit Forge and buy or sell equipment: backpacks, belts and armor. Use the
computer in the center of the room to start the next mission.
==================
[6.4] HAARPo March
==================
Stages:
- The Frozen Falls (X)
- The Bridge (X)
- Outer Grounds
- Inner Grounds (X)
- Maintenance Garage (X)
- Mess Hall
- Systems Operations
- Satellite Control Center (X)
- Main Tunnels (X)
- Exterior Access Tunnels (X - two)
- VTOL Pad
Items:
- Sketch book: Frozen Falls near the far (from Xtraction point)
transformer
- Cyclops comic: The Bridge, near the Xtraction point
- Skill point: Outer Grounds, on top of a railroad car
- Danger Room disc Combined Powers 101: Outer Grounds on top of building
in to which the train has crashed
- Danger Room disc Challenge-Beast: Inner Grounds, on top of a building
- Danger Room disc Combined Powers 102: Mess Hall, side room behind crates
- Iceman comic: Satellite Control Center, near exit
- Danger Room disc Qualifying Exam 100: Main Tunnels, near exit
- Sketch book: Exterior Access Tunnels, near broken bridge
Recommended X-Men:
- Iceman; at this early level, you'll need him to build bridges and put
out fires for you
- Beast, Rogue or Wolverine as your tank, Wolverine is probably still a
little better tank than the other two
- Either Storm or Cyclops with some Leadership skill to increase the
damage and experience from combos.
- Recommended team: Storm, Jean Grey, Wolverine and Iceman for clearing the
HAARP facilities.
The Brotherhood is invading the High Frequency Active Auroral Research
Program (HAARP) facility in Alaska. It's up to the X-Men to stop them and
find out what they're up too. Of course, since, to humans, all mutants are
just alike, the HAARP guards will be trying to kill you too.
You begin next to the X-Jet outside the HAARP facility. Leaving the jet,
you have two path options:
- Follow the road: you'll find your way blocked by a burning bonfire. Have
Iceman put out the fires and continue.
- Follow the stream: you'll find your way blocked by a chasm. Have Iceman
build a bridge and continue.
Either way, your objective is taking out two transformers marked on your
map. Next to the transformer closest to the exit is a wooded ledge with a
sketch book.
When you reach The Bridge stage, you have three more transformers to
destroy, then head up to the bridge. The Xtraction point is located at the
beginning of the bridge. Off to one side of the bridge is Cyclops' comic.
The bridge is guarded by a tank and some soldiers.
Have *your* tank (Beast, Rogue or Wolverine) jump onto the military tank
and attack the *front* of the turret with your basic mutant power. Do *not*
press L; let your teammates frolic with the soldiers. Once the tank is
destroyed, mop up and head into the Outer Grounds.
As you head down the path, your way will be blocked by a derailed train. On
the roof of the building the train crashed into is the DR disc Combined
Powers 101. It's easiest for a flier (Storm, Rogue or Jean Grey) to get up
there. Continue past the train, destroy the first of three transformers and
then watch as a bridge is blown out.
Head left from the bridge and cross the chasm on a wrecked railroad car.
After crossing, turn around and go back across on the tracks, jump up onto
the next car and pick up a bonus skill point (awarded to whichever X-Man
picks it up). Destroy two more transformers and head for the Inner Grounds.
Look on top of one of the large buildings for a DR disc: Challenge-Beast.
Destroy three transformers, and approach the entrance to the Maintenance
Garage. Another tank fight is looming, this time there are flamethrowers
involved. Have Iceman put out the fires and use the same tactics as before
to get into the garage.
You'll follow a convoluted path through the garage stage. When the corridor
is blocked by lasers, move into the room to the side and bust through the
wall into the next room to get around the lasers. Continue to the exit
point, which you will find locked. There's a large storeroom nearby; inside
is a HAARP Officer with a keycard. Take it from him and continue to the
Mess Hall.
Work your way through this stage, going around another laser beam blockade
in the process. Keep your eyes out for the Combined Powers 102 DR disc,
it's in a side room behind some crates. Next is Systems Operations, which
is a large stage with nothing in it but enemy soldiers. Pass through to get
to the Satellite Control Center.
Early in this stage, you have a mini-boss fight against Pyro:
Pyro
----
Health: 300
Resistances: Multiple
Powers: Throws flame, can create flame creatures
Pyro doesn't seem to have much (if any) resistance to physical attacks, so
your best bet is to gang up on him with fists and feet. Ignore his fire
creatures and concentrate on taking him out.
Once he's done, continue until you find the lift down to the Main Tunnels.
Before using the lift, search the room to find Iceman's comic. Once in the
Main Tunnels, work your way to the lift; look for the DR disc Qualifying
Exam 100 next to the lift and go to the Exterior Access Tunnels.
In both tunnel stages, there are gaps where Iceman must build a bridge.
Make sure you immediately rush across the bridge and engage the enemy. If
you try to engage the enemy on the bridge, your teammates are likely to
fall into the darkness. In the Exterior Access Tunnels, when you reach the
gap that Iceman must bridge, search to the side for a sketchbook.
At the end of the Access Tunnels is another Xtraction point next to the
lift. Save your game and then take the lift to the final boss battle for
this mission: Toad. Toad has been left behind by his mates, and he's trying
to escape in one of HAARP's jets.
Toad
----
Health: 300
Resistances: Multiple
Powers: Tongue Lash
In addition to taking down Toad, you have to disable the jets he is using
to try and escape. To complicate matters, HAARP troops show up from time to
time to give you more trouble. Toad is resistant to physical damage, and
his tongue lash can be devastating when it's unleashed. Combos are the name
of the game for squishing Toad.
==============================
[6.5] Interlude #2 - X-Mansion
==============================
Item: Danger Room disc Protect 202, Dormitories
After delivering Toad to the holding cell in the X-Mansion, you find
yourself as Alison once again, lounging by the pool. Make your way towards
the mansion, stopping to speak to other students along the way. On one of
the paths you can find Jubilee and talk to her.
Once in the mansion, head for the library outside Professor Xavier's
office. You will be startled by the sudden appearance of Kurt Wagner, AKA
Nightcrawler. During your conversation, you can ask him about sentinels,
which will unlock the Sentinel Flashback scenario. This is an optional,
short mission. It's pretty easy and there's a comic book and Danger Room
disc available in it, so have a go at it.
[6.5.1] Sentinel Flashback
--------------------------
Stages:
- 7th Avenue
- 8th Avenue
- 9th Avenue
- 10th Avenue
Items:
- Danger Room disc Defend 202: 7th Avenue, in a boarded-up alley
- Nighcrawler comic book: 10th Avenue on a rooftop
In this flashback, you have a set team of Nightcrawler, Cyclops, Wolverine
and Jean Grey. Advance through each stage, destroying sentinels along the
way. Keep an eye on your objectives to see how many sentinels you have to
defeat in each stage. In the first stage, 7th Avenue, you can find a DR
disc in a boarded-up alley.
In the final stage, 10th Avenue, you can get Nightcrawler's comic book from
the rooftops; but, only if you have leveled up Jean Grey's Flight skill.
Collect the comic before fighting the sentinels; as soon as you dispose of
eight, the scenario ends and you have no opportunity to explore. Avoid the
park area in 10th Avenue, as multiple sentinels drop on your head if you
venture into the middle of the park. Skirt the edges, taking on sentinels
one-by-one until you've taken out five or six. Then enter the park and
quickly take out the last two or three to end the scenario.
Back in the mansion, go up to the Dormitories and snag a DR disc, Protect
202 from one of the balconies by the stairs. Then go down to the
subbasement and the Danger Room. Xavier will give you a test, which gives
you an opportunity to play as Magma. You'll be placed in a long hallway,
and your objective is to destroy 22 robots. Hopefully, you've leveled up
Magma's Lava Fissure and Fiery Form powers, as they are more useful than
her Fiery Blast. Hit the robots with Fissure, then transform to Fiery Form
and beat on them. If you encounter large crowds, use the Fiery Blast to
break them up and then take them on one-by-one.
After defeating 22 robots, there's a cut scene and you're back in the
subbasement. Go to Beast's lab and talk to him to open up the Juggernaut
Flashback.
[6.5.2] Juggernaut Flashback
------------------------------
Stage: X-Mansion
Item: Danger Room disc Challenge-Cyclops, in the foyer
Fight Juggernaut through the X-Mansion, preventing him from getting to
Professor X in the subbasement. Take a side trip to the main foyer and pick
up Cyclops' Challenge scenario DR disc that's lying in front of the main
staircase. Your team is Jean Grey, Cyclops, Iceman and Beast. Hit Juggs
with lots of combos. He has a lot of health and a lot of resistances, so
just keep plugging away and use the health and energy packs that
continually pop up.
Now it's off to explore the X-Mansion, or, if you're itching for action, go
to the War Room and initiate the next mission.
========================
[6.6] That's Morlock It!
========================
Stages:
- Outfall Tunnels (X)
- Mainline Reservoir (X)
- East Trunk Line
- West Trunk Line
- Morlock Haven
- Mainline North (X)
- Filtration Reservoir (X)
- 22nd Street Steam Works
Items:
- Storm's comic: East Trunk Line, across a gap that must be bridged or
flown across
- Sketch book: East Trunk Line, behind the water pump
- Danger Room disc Focus 201: West Trunk Line, left path from the entrance
- Sketch book: Mainline North, hidden room--break down the wall
- Danger Room disc Focus 202: Filtration Reservoir, side platform beside
bridge at start of stage
- Danger Room disc Challenge-Rogue: 22nd Street Steam Works, small ledge
at back left corner from entrance, use flier to reach before starting the
fight with Marrow
Recommended X-Men:
- You don't really need Iceman for this mission, but he's useful for
slowing down the onslaught of Morlocks
- You should have at least two tanks, Nightcrawler should be one of them
as he is best at keeping the Morlocks off balance
- The three main Morlock foes have different resistances, so mix up your
team
- Recommended team: Cyclops or Storm, Jean Grey, Rogue, Nightcrawler
Fight your way through the first two stages, which are bereft of anything
notable other than new enemies--the Morlocks (just Brutes and Claws at this
point). When you reach the end of the Mainline Reservoir, there's an
Xtraction point and two exits. You have to enter the two "side" areas: East
Trunk Line and West Trunk Line and shut off the pumps that are filling the
reservoir. You can do these in either order.
In the East Trunk Line, you can cross a gap (fly or teleport over or have
Iceman make a bridge) and get Storm's comic book. There's also a sketch
book behind the water pump that you must destroy. In the West Trunk Line,
take the left path from the entrance to find a Danger Room disc. Be careful
in the West Trunk Line, there's a bug with one set of stairs that leads
down into the sewer water. You can go down, but you can't come back up;
your X-Men fall through the stairs into a bottomless pit and die. Just stay
out of the sewage. After taking care of each trunk line, return to the
mainline reservoir and save your game. After the second trunk line is done,
you can go down into the reservoir to the Morlock Haven.
Once in the Morlock Haven, enter the center ring and talk to Healer and
Marrow. After talking to Healer, you'll be able to access his shop from any
Xtraction point. He sells health and energy packs, as well as essential
Danger Room discs you may have missed. After talking to Marrow, go through
the marked exit to Mainline North.
Here you'll have your first encounter with Morlock Goths. They can be
distinguished by their black headgear; take out the Goths first so they
can't revive their brethren. After using the Xtraction point to save, look
for a small room that can only be accessed by knocking down the wall;
you'll find a sketch book inside.
From Mainline North, you'll enter the Filtration Reservoir. There's a bad
fight near the beginning of this stage. You have to cross a narrow bridge
under attack from a lot of Brutes and Claws. There are two side platforms
containing Goths that can keep reviving these guys as they go down. Use
Nightcrawler or a flier to get over to the platforms and take out the
Goths. One of the platforms has the Focus 202 Danger Room disc.
The Xtraction point is at the end of the level; make sure you have plenty
of health and energy packs and a good team before entering 22nd Street
Steam Works--your boss battle with Marrow is coming right up. As soon as
you enter the Steam Works, walk around to the left until the ledge ends,
then fly straight ahead to a small platform with the Challenge-Rogue DR
disc. Then head to the center area for the showdown with Marrow.
Marrow
------
Health: 600
Resistances: Mental
Powers: Projectile attack
Marrow has a lot of health, but she's only resistant to psychic attack.
Take a couple of tanks and a couple of ranged energy attackers (e.g. Storm,
Iceman, Wolverine and Rogue) and just keep combo-ing her spiny rear until
she goes down. Fortunately, she doesn't do a huge amount of damage in
return, but she will keep you busy for a while.
Once Marrow is defeated, and Gambit is free, it's time to return home.
But wait! Professor X has new information about The Brotherhood's next
target. It's the submersible aircraft carrier, U.S.S. Arbiter. He stops
your flight back to X-Mansion and sends you to the Arbiter instead.
=============================
[6.7] An Arbiter-y Assignment
=============================
Stages:
- Fore Flight Deck (X)
- Aft Flight Deck (X)
- Hangar Lift (X)
- Aft Hatchways
- Starboard Launch Bays (X)
- Fore Launch Bays
- Brig (X)
- Infirmary
- Galley (X)
- Maintenance Division
Items:
- Stat point: Hangar Lift, on a ledge
- Sketch book: Starboard Launch Bays
- Beast comic: Brig, room with a crewman
- Sketch book: Galley, room with force field door
- Danger Room disc Qualifying Exam 200: Galley, side room next to crewman
Recommended X-Men:
- Jean Grey is not available for this mission, she's keeping Arbiter
afloat. This is OK as all the toughest enemies are resistant to psychic
attacks anyway.
- Once you reach the Brig, you absolutely must have either Cyclops or
Storm, and Iceman. Nightcrawler is also very useful in this part of the
mission. Prior to that point, you need at least one good tank to help take
down sentinels.
- Recommended teams: Cyclops, Storm, Rogue and Wolverine for the first six
stages. Cyclops, Storm, Nightcrawler and Iceman for the final four stages.
There are four sentinel launchers on the fore deck. Each one will launch a
new sentinel as you destroy the previous one launched, so take out the
launchers first (hit the crane arm) before attacking the sentinel. Also,
try and draw the GRSO soldiers away from the launchers and defeat them and
recuperate before taking on the sentinels.
NOTE on the sentinels: There's a glitch where, if you attack the sentinel
before it fully leaves the launch tube, it will get stuck and you cannot
damage it, but it can damage you. (Not a good thing.) This is most likely
to happen in the tubes below decks. Let the sentinel step out of the launch
bay before attacking it.
On the aft deck, use the Xtraction point to save, then clear the GRSO
soldiers and defeat the sentinel controller. Climb to the crane platform
marked as an objective on your map. Use the control panel to swing the
yellow sub over the flight deck, then cut the chain using an exploding
barrel or mutant energy attack. The sub will crash through the deck and you
can jump down into the Hangar Lift.
The Hangar Lift consists of three large areas side-by-side. There are
ledges in the walls of the side areas that can be reached by a flier or
double-jumper. One of these ledges has a bonus stat point. Clear out the
GRSO soldiers and head for the Aft Hatchways.
There's another sentinel launcher in the Aft Hatchways; clear everything
out and go through to the Starboard Launch Bays. There are two more
sentinel launch bays to be destroyed here. Once you get past the second and
are in a long hall, enter the rooms to the side to pick up a sketch book,
then head for the Fore Launch Bays. Take out two more sentinels and go down
to the Brig.
At this point, the ship starts coming apart at the seams. Jean Grey can
hold it together, but only for 15 minutes. You have to go through four
stages, rescuing two crewmembers in each stage, in that 15 minutes. Now is
the time to change out the team so you have Cyclops, Storm, Nightcrawler
and Iceman.
As you progress through each level, there are leaks in the ship that can be
sealed by either Cyclops or Storm. Each hole sealed up adds to your time;
you can double your time, earning 15 extra minutes this way. Considering
the importance of gaining time, you'll want both Cyclops and Storm--if one
dies, you can continue sealing leaks with the other.
You need Iceman to put out fires and make bridges, which is much faster
than flying each X-Man across each gap you come to. Nightcrawler helps get
past force fields more quickly--just teleport through and turn them off at
the control panel. Make your way through each stage methodically, but not
slowly. Do whatever you have to do to free up enough memory card space for
at least two saves. If you find yourself running out of time, you can back
up a stage or two and try again.
Deal with the enemies, seal up the leaks and rescue the crewmen--talk to
each crewman and he will follow you back to the lifeboat; you can collect
both crewmen in each stage before returning to the lifeboat. If you reach
the lifeboat and, for some reason, the crewman doesn't respond, move away
from the exit and then back to it. All the crewmen and the lifeboat are
clearly marked on your large map--use it. Follow these simple instructions
and you'll make it through these stages with time to spare.
Along the way, keep an eye out for hidden items. In the Brig, you can pick
up Beast's comic book in one of the rooms with a crewman. In the Galley,
shortly after leaving the Xtraction point, you'll come to a room where the
door is blocked by a force field. Have Nightcrawler teleport through and
pick up a sketch book. If you don't have Kurt, continue on until you get to
the missing bridge. Move along the catwalk to the right of the gap and bust
a hole in the wall into the room with the book. Also in the Galley, there's
a DR disc, Qualifying Exam 200, in a room next to one of the rooms with a
crewman. Break the wall to get to it.
After rescuing all eight crewmen, it's back to the X-Mansion for you.
==============================
[6.8] Interlude #3 - X-Mansion
==============================
You start in your room in the dormitories. There's nothing to do up here
except look at new concept art you've acquired. On the ground floor you can
look at your new comics and talk to Nightcrawler in the sitting room,
Jubilee in the day room and Iceman in the dining room. In the subbasement,
you can talk to Beast in his lab and Jean Grey in Cerebro.
Your first objective is to speak to Storm and Wolverine in the Danger Room.
They'll send you in for another test, your qualifying exam for the X-Men.
[6.8.1] Magma Qualification Exam
--------------------------------
Stages:
- New York City
- West Manhattan
- Central Park
- East Manhattan (X)
Items:
- Magma comic: Central Park beside broken bridge
- Sketch book: Central Park beside drain tunnel entrance
This is an exact repeat of the first mission, with Magma in the place of
Wolverine and ending after the fight with Blob. You'll find it very easy
because the enemies have not increased in power. During the mission, pick
up Magma's comic from beside the broken bridge in Central Park. Also in
Central Park, at the entrance to the drainage tunnel, you can get a sketch
book. After Blob is defeated, you'll talk to Professor Xavier and
officially become an X-Man. Magma is now available for missions.
Afterwards, you're back in your room, now in your X-Man costume. Head down
to the subbasement, go to the X-Jet hangar and talk to Wolverine to
initiate the Weapon X Flashback.
[6.8.2] Weapon X Flashback
--------------------------
Stages:
- Infusion Trials (X)
- Lab Support
- Fission Gate (X)
Items:
- Danger Room disc Survival 302: Lab Support, lying out in the open
- Danger Room disc Challenge-Wolverine: Fission Gate, past room with the
Director
In this mission, you play only as Wolverine. Your job is to track down the
director of the Weapon X project. Rampage your way through each level; look
for a DR disc in Lab Support. When you reach the Xtraction point in Fission
Gate, you'll be at a nuclear core. From the Xtraction point facing the
core, go down the left stairs. Use the power jump (Y, B) to clear the gaps
in the catwalk and use the console to turn off the automated security guns.
Go back around past the Xtraction point, down the stairs, dodge the flames,
down more stairs, wait for the core to flash twice, then down the stairs,
run around, jump the gap, up the next set of stairs. Up some more stairs,
dodge the flames, up the stairs, jump the gap, up the stairs to the room
with the director. Avoid getting close to the director and go through the
door opposite where you came in and down the stairs to get the Challenge-
Wolverine DR disc. Then go meet with the director to end the flashback.
Back at X-Mansion, you're finished with the third interlude and can go to
the War Room to begin the next mission, to the Boshnoy Nuclear Plant in
Siberia.
====================
[6.9] Nuclear Family
====================
Stages:
- Primary Control Center (X)
- Turbine Facility (X)
- Reactor Core
- Coolant Pumps (X)
- Conversion Sequencer (X)
- Secondary Control Center (X)
- Condenser Controls
Items:
- Danger Room disc Assault 301: Primary Control Center, in a pit in first
room
- Jubilee's comic: Reactor Core, low-lying platform, use flier to reach
- Sketch book: Secondary Control Center, high platform near exit, use
flier
- Danger Room disc Challenge-Storm: Condenser Controls, fly to a ledge
near set of stairs
- Danger Room disc Assault 302: Conversion Sequencer, fly to platform from
blast door controls
- Bonus stat point: Conversion Sequencer, same as DR disc Assault 302
Recommended X-Men:
- Iceman, Jean Grey or Magma to build bridges.
- Storm, Magma, or Cyclops to do some welding.
- Jean Grey or Storm to move things around.
- Recommended team: Storm, Jean Grey, a tank (perhaps Rogue) and your
favorite support character (Nightcrawler comes in handy).
After talking to the lab tech in the first stage, drop down into the pit
and walk around until you find the DR disc (Assault 301). Continue to the
Turbine Facility. Watch out for the electrified bridge and be sure to cross
quickly and call your teammates to you. Try not to fight on the catwalks
and bridges.
In the Reactor Core, you find the Brotherhood is overloading the core and
you have to turn on the coolant pumps. To get to the coolant pumps, you
have to take down a force field covering the door. The control is over
another electrified bridge. After the force field is down, continue past
the door and have a flier (Storm, Jean Grey or Rogue) drop down to a
platform below you and pick up Jubilee's comic and then fly back up.
Go to the Coolant Pumps and turn them on, then go back to the Reactor Core
and use the control panel to raise the coolant level. Now you can continue
to the Conversion Sequencer. Find your way through to the Secondary Control
Center. After you turn off the force field and talk to the lab tech, you
are on the clock again; but, this time it's much easier to finish in time.
On the way to the exit, fly up to a platform above the stairs and pick up a
sketch book. In the Condenser Controls, after you've gone down one set of
stairs and then up another, look over to see a DR disc (Challenge-Storm).
Fly over to the ledge and pick it up and then fly back. Continue until you
reach the exit back into the Conversion Sequencer (use Storm's Whirlwind to
put out the fire). This upper level of the Conversion Sequencer stage has
the Xtraction point.
From the Xtraction point, fly to the left through the open blast doors and
pick up the Assault 302 DR disc and a bonus stat point. Now go to the
regulator bracket arms and push them into place with either Jean's
Telekinesis or Storm's Whirlwind and then weld them with either Storm's
Lightning, Cyclops' Optic Beam or Magma's Fiery Blast.
Thus ends the mission at the nuclear plant, but Colossus does not want to
leave his sister, Illyana, who is in a coma. You offer to take her to the
Mutant Research Center on Muir Island...
=================================
[6.10] Interlude #4 - Muir Island
=================================
Stages:
- Muir Island
- Com Core
Items:
- Sketch book: main labs of Muir Island, lying out in the open
After the cut scenes, your first objective is to find Forge and speak with
him. Spend some time exploring the labs and speaking with the other
characters. You'll also find a sketch book lying around. Speak to Forge and
he'll ask you to manually reboot the supercomputer. Agree to help and
you'll be transported to the Com Core.
This is a simple, short mission. Take out the robots and follow Forge's
directions. Once complete, you'll be in another cut scene in the lab, which
ends with everyone heading back to X-Mansion.
NOTE: Many people have reported the final cut scene ends without
transporting you back to the X-Mansion. Saving, resetting your Gamecube and
reloading seems to solve the problem; however, you should be able to avoid
this issue if you allow the cut scene dialogue to play itself out without
skipping ahead by pressing A.
===============================
[6.11] Interlude #5 - X-Mansion
===============================
Stages:
- X-Mansion Back Lawn
- X-Mansion (X)
- X-Mansion Back Lawn-GRSO (X)
- X-Mansion Front Lawn-GRSO
- X-Mansion (X)
Items:
- Sketch book: by the pool immediately after interlude begins
- Danger Room disc Challenge-Iceman: 2nd floor balcony next to stairs in
X-Mansion
- Rogue Comic: holding cell in the subbasement of X-Mansion
Once again, you are lounging by the pool. Pick up a sketch book from the
area around the pool and then head for the mansion. You can talk to
Colossus right outside the main doors, then go inside. In the sitting room
you'll meet a new character, Emma Frost (aka White Queen). After talking to
her, continue exploring the mansion.
You'll find Cyclops by the door to the library. Rogue and Gambit are having
a "discussion" in the day room. Upstairs, you can find the Danger Room disc
Challenge-Iceman along the balcony next to the stairs. In the subbasement,
talk to Beast in his lab, pick up Rogue's comic from the holding cell, play
in the Danger Room and talk to Nightcrawler in the War Room. Then begin the
next mission.
The X-Mansion comes under attack. You'll have to clear the back and front
lawns of the mansion of cloaked GRSO soldiers and drones. Use a flier to
quickly go back-and-forth across the lawns until a soldier "de-cloaks",
then call your teammates to you. Pick your favorite X-Men; you'll have two
new ones to choose from: Emma Frost and Colossus; however, Jean Grey is not
available. There are no items to collect. There is an Xtraction point on
the back lawn, where you begin.
Once finished, there's another cut scene and you can explore the mansion
again. Not much has changed, but you do need to go talk to Jean Grey, who
is in Cerebro. If you didn't pick up the DR disc or comic prior to the GRSO
invasion, do so now. Then head for the War Room to begin the next mission.
You have a choice of two missions: rescue Illyana from the Astral Plane or
investigate the ruins of the Weapon X facility. The Astral Plane will be
described first, but you may finish these missions in any order.
==================================
[6.12] Illyana on the Astral Plane
==================================
Stages:
- The Shadow Gallery (X)
- The Chamber of Echoes (X)
- The Endless Stairs
- The Lonely Dark (X)
Items:
- Danger Room disc Challenge-Phoenix: Shadow Gallery, below the main path
- Danger Room Disc Qualifying Exam 300: Chamber of Echoes, side room from
Xtraction point
- Astral Stone: The Lonely Dark, next to Xtraction Point
- Emma Frost Comic: The Lonely Dark, opposite corner of the map from the
Xtraction point
Recommended X-Men:
- Your team is Jean Grey, Emma Frost and Professor X (note, this is the
only mission where you can use Prof X). If Prof X dies at any time, the
game is over and you have to reload.
The Xtraction points in the Astral Plane actually allow access to all the
options: Change Team, Save, Load, Danger Room, Forge and Healer. The Change
Team screen; however, is only useful if Jean or Emma dies and needs to be
revived.
The Astral Plane can be difficult to navigate because the floors and walls
are semi-transparent. The large map can help you find your way. From the
starting Xtraction point in The Shadow Gallery, go up the side stairs on
either side and flip the switches. One has to be switched by Jean's TK
power. That will open the door and allow you to continue.
As you follow the path, keep your eyes peeled for a DR disc, Challenge-
Phoenix, that you can see through the floor. In the room immediately before
the exit, you can drop down to the lower platform, get the disc, and jump
back up. (NOTE: You cannot fly in the Astral Plane.)
Continue to The Chamber of Echoes. During this mission, any time you come
to a moving platform, send Professor X ahead to flip the switch to build a
bridge. When you reach the Xtraction point in the Chamber of Echoes,
explore the area surrounding it to find a side room that has the DR disc
Qualifying Exam 300. Move on to the exit and advance to the Endless Stairs.
There's a lot of combat in this area, and you will meet with astral wardens
near the end. They are going to be tougher foes because they are resistant
to mental attacks. When you reach the exit, Professor X will leave the
group, and Emma and Jean have to continue to the Lonely Dark...alone.
Once into the Lonely Dark, you're in for a much more difficult challenge.
Now that it is just Emma and Jean, the shadow foes are more difficult to
put down. If you have leveled Emma as an almost pure melee fighter, you'll
have an easier time. Keep her shell up and just melee the fiends while Jean
uses TK and Psychic Shout. You can find the Astral Stone near the Xtraction
Point. At the opposite corner of the map from the Xtraction point is Emma
Frost's comic book.
Once you rescue Illyana, the mission is over and you will jump straight to
the Weapon X mission; unless, you have already completed that mission, in
which case you will return to X-Mansion.
=========================
[6.13] Weapon X Part Deux
=========================
Stages:
- Infusion Trials Ruins (X)
- Lab Support Ruins
- C-Block Ruins (X)
- D-Block Ruins
- Holding Cells (X)
Items:
- Danger Room disc Sabotage 402: Infusion Trials Ruins, in pit near
Xtraction point
- XP Bonus, 30,000 points: Infusion Trials Ruins, room next to second
power block
- Danger Room disc Challenge-Nightcrawler: C-Block Ruins, same room as
switch that opens the exit
- Danger Room disc Focus 401: D-Block Ruins, near entrance
Recommended X-Men:
- You've got Cyclops to start out and Wolverine joins you along the way.
Xtraction points in the Weapon X facility only allow Saving and Loading.
You begin in the ruins of the Infusion Trials area. In an adjacent room is
a pit; in the pit is the Danger Room disc Sabotage 402. Just a couple of
rooms away is your first Xtraction point. Make your way to the two
objective points on your map and use your Optic Beam on the power blocks to
turn them on. At the second power block, which is on a small platform next
to a stairway, find the door and go into the side room for a 30,000
experience point bonus.
In the Lab Support Ruins, you have to find two more power blocks and turn
them on. You will then encounter your little brother, Alex Summers, AKA
Havok. Havok has joined the Brotherhood, and you will have to beat some
sense into his head. Your Optic Beam is useless against him; hopefully, you
have leveled up your Tactics power. Turn it on and use your fists and feet
to beat him down. His power is useless against you as well, so it takes
time but it isn't hard.
When Havok has been shown the error of his ways, Wolverine shows up and the
three of you make your way to the exit. When the C-Block Ruins stage loads,
Wolverine is now part of your party. Now you begin to encounter some tough
GRSO units, and there are a lot of energy saps. Clear the C-Block Ruins
and, in the room where you open the exit, look for the Challenge -
Nightcrawler DR disc.
After entering the D-Block Ruins, take your first left and go around to
come in behind the energy sap. Shoot it and then deal with the GRSO
Commander and his support. Get a keycard from the Commander's leftovers,
and then go through the door behind where the sap used to be to find the
Focus 401 DR disc.
Once you reach the holding cells, make your way to the upper level to the
objective points, which are the control panels keeping the cell force
fields in place. Watch out for energy saps, and destroy them before they
suck up all your energy. One of the officers on the upper level is carrying
a key card that will give you access to a side room where you can pick up a
sketch book.
Once you've unlocked both cell blocks, head for the exit. The mission is
over, and it's back to the mansion or on to the Astral Plane.
===============================
[6.14] Interlude #6 - X-Mansion
===============================
After a cut scene where Emma and Jean moan and wail about Professor X,
Magneto comes calling on Xavier. With Charles out of action, it is up to a
team of four X-Men to meet with him. Unfortunately, a bunch of sentinels
pick that very moment to crash the party.
You have to destroy 12 sentinels on the front lawn. There's an Xtraction
point near the front door if you need to change out team members or want to
save your game. These sentinels are the same as the ones you fought on the
Arbiter. Pick your favorite sentinel-beating team (four tanks would be a
good choice) and have at it.
Once you've downed a dozen, there's a cut scene and then you're back in the
mansion. Your Objectives screen has a long list of people to talk to, and
then you can go meet in the War Room for the next mission. The people you
should see are:
- Wolverine is in the day room, lounging on the couch
- Emma Frost and Jean Grey are in Cerebro
- Beast and Storm are in the medical lab
- Cyclops is in the War Room
After talking to Cyclops, use the War Room computer to start the next
mission.
==========================
[6.15] Morlock, More Power
==========================
Stages:
- Morlock Haven
- Storm Drain (X)
- Influent Bypass (X)
- Wastewater Basin (X)
- Overflow Reservoir
- Mount Entrance (X)
- Transport Conduit
Items:
- Sketch book: Storm Drain, side platform across a small bridge
- Gambit Comic: Influent Bypass, side tunnel before stage objective
- Danger Room disc Focus 402: Influent Bypass, upper level next to lever
- Danger Room disc Challenge-Colossus: Overflow Reservoir, knock down wall
into small room near entrance
- Danger Room disc Graduation Exam 400: Overflow Reservoir, in room with
lever that frees Healer
- Danger Room disc Challenge-Magma: Mount Entrance, small strip of rock
near exit
- Sketch book: Mount Entrance, bottom of the ramp to the control panel
that opens the door
Recommended X-Men: You should have a favorite team by now. Remember to have
one of the leaders (Cyclops or Storm) and a tank. Some variety of damage
types would be good for dealing with the various resistances the Morlocks
have. You don't need a bridge builder or a flier in this mission. Iceman is
very handy for the boss battle in the last stage.
The Morlocks have gotten themselves tied in with the Brotherhood and are
holding the key to getting into Magneto's base, Asteroid M. It's time to
pay the sewer dwellers another visit. You begin in the Morlock Haven. Go
into the center section and find the Morlock who is pilfering supplies from
Healer's shop. He'll fill you in on what's been happening, and you can now
leave through one of the side doors and enter the Storm Drain.
In about the fourth room of the Storm Drain stage, right before you are
forced to go down into the sewage, go across a small bridge to a side
platform to pick up a sketch book. Continue to Influent Bypass.
In the Bypass, just before you reach the objective point marked on your
map, turn and head down the side hallway until you find Gambit's comic.
When you get to the objective point (a lever), run along the right side of
the room from the entrance to pick up a Danger Room disc, Focus 402.
Continue through the Wastewater Basin; the Xtraction point is located near
the exit. Shortly after entering the Overflow Reservoir, you'll enter a
large room with two small rooms in the center. There are no doors into the
small rooms; knock down the walls and collect the DR disc, Challenge -
Colossus. When you reach the room with the lever to free Healer, search for
the DR disc, Graduation Exam 400. After freeing Healer, talk to him and
then go into the next room and use Gateway's portal to get to The Mount.
When you reach the Mount Entrance, continue along the path until you see a
ledge going up to your right. The Xtraction point is at the top of the
ledge. Past the Xtraction point, when you reach the large door, continue
along the narrow strip of rock to find the DR disc, Challenge - Magma. Now
go over the bridge to get to the control panel that opens the door. At the
bottom of the ramp leading to the control panel is a sketch book.
Use the Xtraction point before entering the Transport Conduit. You have a
fight against Avalanche and Sabretooth before you. Your main focus should
be Avalanche--as soon as he's beaten, both mutants will flee. Avalanche is
physical resistant and he's very dangerous at close range.
Avalanche
---------
Health: 1800
Resistances: Physical
Powers: Concussion blast, Concussion slam, Quake
Keep up the combos on Avalanche and ignore Sabretooh. Use Iceman to slow or
freeze Avalanche so he can't use his powers. Keep your distance so you have
time to dodge his concussion blasts and so you won't fall down when he
slams the ground. Lay lots of ranged energy, elemental and mental attacks
on him. When he's beaten, he and Sabretooth will both flee and the
transport to Asteroid M will be destroyed. It's time to regroup.
===============================
[6.16] Interlude #7 - X-Mansion
===============================
This interlude begins with Alison in her room, complaining to her diary
about the new ice age on Earth. Bummer. There's nothing to see or do up
here unless you want to look at some of your newly acquired concept art, so
head down to the ground floor.
You can pick up another sketch book in the dining room, and look at your
new comics. Then it's time to go to the subbasement. Beast is working in
his lab. Jean Grey is caring for Professor X in the medical lab. Emma Frost
is in Cerebro, and Wolverine is standing outside the Danger Room.
Now would be a good time to play in the Danger Room for a while. You should
have all the discs for the first four levels of courses, so you can go all
the way through and graduate to X-Man. When you're ready for a mission
again, go to the War Room and use the computer. There are three missions
that need to be completed, in any order, and there will be no interludes
between them.
=====================
[6.17] Juggernaut Jig
=====================
Items:
- Danger Room disc Survival 501: starting point
- Colossus Comic: center, round room
Juggs is on the loose at the Mutant Research Center on Muir Island. Looks
like the X-Men are going to be putting in some overtime today...
After the cut scenes, pick up a Danger Room disc, Survival 501, from right
in front of you. In the center, round room, you can pick up Colossus' comic
book.
Juggernaut
----------
Health: 3000
Resistances: Mental
Powers: Shield gives multiple resistances, power smash
Keep after Juggernaut, and keep up the combos. When he puts up his energy
shields--signified by a glowing, red circle around him--lay back a little
as you won't do much damage to him. Wait for the shields to come down and
lay into him again. Use a team with lots of energy attacks and raw,
physical damage.
After Juggernaut is beaten, there's a cut scene and then you can chat with
Forge, Moira and Multiple Man. When you're finished, head for the door and
either load the next mission, or, if you saved Juggs for last, head back to
X-Mansion.
=============================
[6.18] 48 Sentinels on Parade
=============================
Stages:
- East 2nd Street (X)
- East 4th Street
- East 5th Street (X)
- East 6th Street
Items:
- Danger Room disc Survival 502: East 2nd St, alcove near exit
- Danger Room disc Challenge-Jubilee: East 4th St, stairs near exit
- Sketch book: East 5th St, alcove near Xtraction point
Recommended X-Men: This is a sentinel-hunting mission, so load up with X-
Men that can handle the big robots. Cyclops, Storm, Colossus, Wolverine,
Rogue, Nightcrawler and Gambit are good choices. Jean Grey and Emma Frost
are less useful here due to the sentinels' resistance to psychic attacks.
You'll want either Iceman or Storm to put out fires.
There are riots in New York City, and the mutant-hunting sentinels stomping
around are not helping. You must take a team of X-Men through four stages
of sentinel hunting and mutant rescues. In each stage you must lead a
number of mutants to an ambulance, much like leading the crewmen of the
Arbiter to a lifeboat; this time, there's no time limit. You must also
defeat some Sentinel Mark IIs in each stage. The number of mutants needing
rescue and the number of sentinels that need to be destroyed are:
- East 2nd Street: 3 mutants, 9 sentinels
- East 4th Street: 4 mutants, 11 sentinels
- East 5th Street: 5 mutants, 13 sentinels
- East 6th Street: 6 mutants, 15 sentinels
Some basic tips:
- Advance slowly so no more than one or two sentinels drop on you. Be
aware there are usually sentinels near the mutants that need to be rescued.
- There are very few health or energy packs available in these areas. Use
the Xtraction points to visit Healer and purchase a full supply. Sell off
equipment if you have to.
- The sentinels explode when destroyed, so run away as they fall and call
your team to you.
- Keep a couple of Tissue Generators in your inventory. If things get
really bad, you can always run away, equip the TGs and heal up.
You can pick up a few items in these stages. In East 2nd Street, to the
right of the exit (as you're facing the exit), is an alcove with the DR
disc, Survival 502. In East 4th Street, on the street leading up to the
exit, is a fire on a stairway. Put the fire out with Storm or Iceman and
collect the DR disc, Challenge-Jubilee. Also on East 4th Street, you'll
help Psylocke with a couple of sentinels. After this series of missions,
Psylocke will be available for your team.
In East 5th Street, you'll get your first taste of fighting a Sentinel
Weapons Platform. You can also collect a sketch book behind a tree in an
alcove. From the Xtraction point, head away from the ambulance and look for
it along the right side of the street. Once the last stage is complete,
you'll either advance to the next mission, or return to X-Mansion, if you
saved this mission for last.
===================
[6.19] Got Morlock?
===================
Stages:
- Pumping Station (X)
- Grit Flowage
- Sedimentary (X)
- Dechlorination Area
Items:
- Sketch book: Pumping Station, near 4th ladder
- Danger Room disc Sabotage 501: Grit Flowage, behind energy sap
- Danger Room disc Challenge-Gambit: Dechlorination, side ledge, requires
flier
Recommended X-Men:
- You'll want a team with a variety of damage types to overcome the
different resistances of the GRSO soldiers.
- You'll want one or two ranged fighters to take out the ladders and
teleport beacons quickly.
- You will need a flier prior to the last stage, if you want the DR disc
- You need a bridge builder
- Storm can be especially useful if you've leveled up her Chain Lightning
power. Stand next to a teleport beacon, wait for a bunch of GRSO soldiers
to teleport in, then hit the beacon with Chain Lightning and watch what
happens...
- Recommended team: Storm, Jean Grey, Iceman, Wolverine
GRSO soldiers are invading the Morlock sewers. It's up to the X-Men to save
the worthless hides of the Morlocks. And be thoroughly unappreciated for
the effort.
The first three stages require you to destroy the GRSO soldiers' means of
access to the tunnels. You have to destroy four ladders and four teleport
beacons in each stage. All ladders and beacons are marked on your map.
First up is the Pumping Station; next to the fourth ladder you destroy is a
sketch book. Next up is Grit Flowage; after the second ladder has been
destroyed, and you reach the energy sap, search the area behind the sap for
the DR disc, Sabotage 501.
From Grit Flowage, you enter Sedimentary and destroy another four ladders
and four teleport beacons. The Xtraction point is near the exit. Stock up
on health and energy packs (if you need them), get your team set for a huge
boss battle, save your game and then head through the door to
Dechlorination.
Marrow
------
Health: 2000
Resistances: Mental
Powers: Throws bone projectiles in a 90-degree arc
As the battle begins, quickly take a flier on a circuit of the outer rim of
the room. You're looking for a DR disc, Challenge - Gambit. Once you have
it, quickly return to the fight. Each time you beat Marrow down, one of
Marrow's Lieutenants pops up in one of the corners of the main stage and
revives her and all her henchmen. Killing the Lieutenants when they pop up
will shorten the fight; however, you can still beat Marrow down without
taking out the Lieutenants. Each time she is revived, she has less of her
full health, and she will eventually not be able to get back up.
When Marrow gets low on health, quickly run over to a corner and look for
the Lieutenant. Iceman is a good X-Man to have here, as he can slow, or
even freeze, the Lieutenant and allow your team to get over for the kill.
There are four Lieutenants, so you're going to have to fight Marrow and her
"Gene Nation" at least five times. It is recommended that you have
purchased some Xtreme powers and saved all your tokens so you can, at
least, dispose of the henchmen easily.
Once Marrow is finally finished, the mission ends in a cut scene and it is
either on to the next mission or back to X-Mansion.
===============================
[6.20] Interlude #8 - X-Mansion
===============================
There's not much to see or do this time. You can speak to Emma Frost in
Cerebro, Jean Grey in the medical lab and Psylocke in the day room. Once
you've talked to those three, you can speak to Beast in his lab. Then go to
the War Room to initiate the next mission. Thanks to Beast, the Astral Gate
is now working and the entire team can enter the Astral Plane to rescue
Xavier's mind.
==========================
[6.21] I Fall To Pieces...
==========================
Stages:
- The Threshold (X)
- The Guardian Statues
- The Chamber of Earth
- The Hall of Fire
- The Colosseum
Items:
- Danger Room disc Protect 601: Threshold, bottom of stairs to the right
from Xtraction point, as you face astral doors
- Danger Room disc Challenge-Emma Frost: Guardian Statues, take a left
before taking a right to get to the objective
- Sketch book: Chamber of Earth, room right after first floating platform
- Comic: Hall of Fire, left from entrance
Recommended X-Men: Mix-and-match. The way this mission is structured, you
can easily change your team before entering each of the three main stages.
Remember Psylocke is available now, and she makes a pretty good melee
fighter with added psychic damage.
Shadow King seems to have fragmented Xavier's mind. Three important pieces
of his mind are held in three areas. You must collect each piece and bring
it back to the Threshold in order to enter Xavier's mind and rescue him.
There's an Xtraction point here on the Threshold, and you can come back
here between each stage, save your game, sell or purchase supplies and
change your team. While standing on the Xtraction point looking at the
astral doors that lead to the three stages, go to your right and search
around the bottom of the stairs for a DR disc, Protect 601.
At the Xtraction point, the stages, from left to right, are:
Guardian Statues: Follow the path. Before you take a right to reach your
objective point, turn left and pick up the DR disc, Challenge - Emma Frost.
On the way back out, you have to fight Dark Blob. Look for the glowing
statue and destroy it to take down his multiple resistances.
Chamber of Earth: First go left from the entrance and use the switch, then
go back past the entrance and go around the other way. Send a good fighter
on the moving platform and use the switch to reunite team. You can get a
sketch book from the room right before the switch. On the way back out,
you're in for a fight with Dark Avalanche. Iceman is helpful here if you've
maxed out his Freeze Blast power. He can freeze Dark Avalanche in place to
prevent him using his powers.
Hall of Fire: From the entrance, take the left path to find a comic book.
Continue to the objective. On your way back out, you'll have to fight Dark
Pyro. Destroy his fire creatures to take down his multiple resistances, and
wail on him with power combos.
After you've collected Xavier's wisdom, honor and knowledge, go to the
upper platform of the Threshold and the door to the Colosseum will open.
Inside, you'll find Xavier under the control of Shadow King, and you will
have to fight a bunch of champions from the Astral Plane. They shouldn't be
much of a problem. After, Xavier comes out of his mental stupor, but Shadow
King spirits him away.
The group reconvenes at X-Mansion. Beast informs the team he needs a
sentinel guidance system sensor and navigational controller to get the X-
Jet through to Asteroid M; so, it's off to the sentinel factory in
Europe...
======================
[6.22] Sentinels 'R Us
======================
Stages:
- Factory Grounds (X)
- Fabrication Facility (X)
- Armor Application
- Leg Attachment (X)
- Arm Attachment
- Head Attachment (X)
- Storage Warehouse
- Bio Labs Holding (X)
- Bio Lab Workshop (X)
- Bio Lab Gallery (X)
- Subject Retention Center (X)
- Bio-Chamber Storage (X)
Items:
- Sketch book: Factory Grounds, in cargo box on far side of main building
- Danger Room disc Qualifying Exam 500: Fabrication Facility, across the
first bridge, blow a hole in the back wall of the room
- Danger Room disc Focus 601: Head Attachment, room next to guidance
sensor
- Sketch book: Bio Lab Workshop, over a pit in one of the labs
- Danger Room disc Nightmare-Wolverine: Bio Lab Gallery, on top of a
generator in room with second sentinel weapons platform
Recommended X-Men:
- Magma or Iceman to build bridges; Jean Grey's could build them, but her
psychic attacks are not as useful as Magma or Iceman's elemental attacks
- Cyclops, Storm or Magma for welding
- Cyclops or Storm for Leadership
- A tank (Rogue, Beast, Colossus, Wolverine, Psylocke)
- A flier (Storm, Jean, Rogue) for obtaining a sketch book
- Recommended team: Cyclops, Storm (huge combo damage with both leaders),
Iceman or Magma, Wolverine or Rogue
In the first stage, take out four tanks and their guards. By this point, a
ranged character should be able to take out a tank in one shot. Continue
all the way around the building, taking out the GRSO Captain on the far
side for his keycard. Get sketch book from cargo box just beyond.
In the Fabrication Facility, follow the path until you cross a bridge. Blow
a hole in the back wall of the room after the bridge and collect Qualifying
Exam 500. You have to destroy three sentinel production machines in this
stage and the next.
In Leg Attachment, you have to disable two leg placement machines. In the
Arm Attachment area, you must not only shut down the arm placement
machines, you must seal the doors the sentinels are coming through. Use
Cyclops, Storm or Magma to weld the doors shut.
In Head Attachment, you will finally get the guidance sensor. On the way,
there's another door that needs to be sealed up less it keep spitting out
sentinels. Once you obtain the sensor, go across the bridge to a small room
and pick up a DR disc, Focus 601.
When you reach the Storage Warehouse, you have to destroy eight sentinels.
The sentinels come at you two-by-two. Be careful not to run further down
the corridor where they are located, or you'll set off the next two in
line. After the first four sentinels are destroyed, you'll pick up the
navigational controller. After the next four sentinels are destroyed, you
will encounter Sentinel Advanced cyborgs for the first time. After the Mark
IIs you've been fighting, the bio-sentinels will seem easy.
Continue down into the depths of the factory, exploring the bio-labs where
the new cyborgs are built. After you reach the Xtraction point in the
Workshop, in the next large lab, there's a pit filled with gas. The gas
will kill you if you drop into it; send a flier over to the small I-beam
and pick up the sketch book.
In the Bio Lab Gallery, after the second fight with a sentinel platform
Mark II, search the room. There is a DR disc, Nightmare - Wolverine, on top
of one of the generators. Next up is the Subject Retention Center, where
you will have to free several Morlock prisoners.
First, free Gateway by destroying one of the pillars of his cage. Then talk
to him to get a portal open to New York City. Then head through the stage,
freeing the other prisoners. There is one spot where you have to build two
bridges to cells that are surrounded by the deadly gas you encountered
earlier. There is a bonus skill point available here, but you need
Nightcrawler and Storm to get it.
Have Storm pick Nightcrawler up and fly him around to a ledge at the back
of the cells. Kurt can then teleport through the wall and destroy the
sentinel advanced. You then need Storm's Lightning to take down one of the
pillars, bringing down the force field and allowing Kurt to get the bonus
point.
Once you've guided all five Morlock prisoners to Gateway, General Kincaid
makes an appearance and your next objective is to chase him down. Follow
him through Bio-Chamber Storage until your way is blocked and you have to
go back to X-Mansion. With the sentinel factory shut down, it's time to get
Xavier back from the Astral Plane.
================================================
[6.23] Three Strikes and You're Out, Shadow King
================================================
Stages:
- The Forsaken Place (X - 2)
- The Forbidden Halls
- The Lost Passages (X)
Items:
- Jean Grey's Comic: Forsaken Place, from Xtraction point, go left, comic
is in room at far corner of map
- Danger Room disc Nightmare-Cyclops: Forsaken Place, next room beyond
comic
Recommended X-Men: Cyclops, Storm, Jean Grey and Wolverine--energy, psychic
and physical attacks plus outrageous combo bonuses. You'll need Jean's TK
power.
It's your third--and last--trip to the Astral Plane. This time, Shadow King
is going down and out. From the first Xtraction point in The Forsaken
Place, take the straight path rather than the curved stairs. Follow the
path around; at the far corner room, search for a comic. In the next room,
go up the stairs to an alcove to collect the DR disc, Nightmare - Cyclops.
From this room, ascend a stairway to a ledge with a switch nearby. Use
Jean's TK to throw the switch, then jump down from the ledge to another
room, which is the room you would have reached had you taken the curved
path from the Xtraction point.
There is another Xtraction point at the exit leading to The Forbidden
Halls. Follow the Forbidden Halls; when you reach the moving platform, send
Jean Grey across as you need her TK power to throw the switch on the far
side. Continue to The Lost Passages.
In the Lost Passages, twice there will be a locked door blocking your way
and, both times, there is a path around the door. Look for stairs to the
side of the door. When you reach the moving platform, send a good fighter
across to flip the switch and hold the shadow creatures at bay until the
rest of the team can cross.
When you reach the room with the crystal, before breaking the crystal use
the Xtraction point to save your game and stock up on health and energy
packs. Have one character concentrate on breaking the crystal while the
others deal with the creatures. Once the crystal is broken, it's time for
Xavier (as Astral Gladiator) to go mano-a-mano with Shadow King.
Shadow King
-----------
Health:
Resistances: Multiple
Powers: Rejuvenation, Energy Lance, Gas Breath, Cloning
When the boss stage loads, immediately go to the Characters screen and
level up Astral Gladiator. You can't add any power or skill levels, but you
do have 47 points to spend on stats. Get Focus and Strike up to 40 or
higher before worrying about Agility or Body. You can also equip him with
the best stuff you've got right now.
Try to stay behind SK and just beat on him. Use your defensive power to
reduce damage taken. When SK clones himself or calls forth some shadow
creatures, use your Xtreme Power (Psychic Maelstrom) to get rid of the
extras. If you leveled up your Strike, you can do a lot of damage just
melee attacking. He can restore his health a few times; but, so can you
with a full supply of health packs, so just keep at it.
Once Shadow King is down, the mission is over and it's time for one last
visit to X-Mansion.
===============================
[6.24] Interlude #9 - X-Mansion
===============================
This is your last chance to wander around X-Mansion and look at all the
concept art, comic books, mutant biographies, etc. You will still be able
to visit the Danger Room during the last mission by using the Xtraction
points. When the stage loads you are in the War Room; talk to Cyclops. Then
go to the X-Jet hangar and talk to Beast and Wolverine. While you're in the
hangar, pick up the DR disc, Nightmare - Phoenix.
On the first floor, you can pick up the last sketch book in the dining
room. You can now view all the game's concept art in Colossus' room (this
is your last chance to do so). You should have collected 20 sketch books
during the game, and this will unlock an additional 18 pieces of concept
art.
You should also spend some time in the Danger Room getting all your X-Men
into the mid to upper 30s in level. Once you're finished with playtime,
head to the War Room and initiate a new mission.
=============================================
[6.25] Magneto's Hunk-a, Hunk-a, Burnin' Rock
=============================================
Stages:
- Storage Area (X)
- Power Station
- Interior Quarters (X)
- Command Center (X)
- Lounge Deck A (X)
- Lounge Deck B (X)
- Main Power Core (X)
Items:
- Danger Room disc Nightmare-Colossus: Power Station, left and down from
the bridge where you meet Mystique
- Danger Room disc Challenge-Psylocke: Command Center, right next to exit
- Bonus stat point: Lounge Deck A, get the ID card from Havok's cell and
use it on the cell opposite
- Danger Room disc Challenge Legends: Lounge Deck B, large room where you
build two bridges and a ramp, behind planter on center pedestal
Recommended X-Men:
- You're stuck with Emma Frost for the first two stages
- You should have both Cyclops and Storm for the huge combo bonuses they
provide
- You will need a bridge builder; Iceman, Magma or Jean
- You need Iceman or Storm to put out fires
- Psychic X-Men will not be much help during the final battle
- Recommended team: Cyclops, Storm, Rogue and either Magma or Iceman (use
Emma in place of Cyclops for the first two stages)
The Xtraction point in the Main Power Core can only be used to Change Team,
Save Game and Load Game.
The invasion of Asteroid M is the last mission. You'll finally face off
against Magneto and General Kincaid. If your team dies during this mission,
you don't just get the "Game Over" screen, you actually get to watch the
consequences of your failure in spectacular, full-motion video. Nice.
Emma Frost "influences" Toad to let you into Asteroid M, and you must keep
her on your team until you reach the Xtraction point in Interior Quarters.
Fight your way through the Storage Area and Power Station. About two-thirds
of the way through the Power Station, you'll have a chat with Mystique.
After she runs off, while facing the bridge she was standing on, head left
and go down the stairs. Continue straight to the wall and find a DR disc,
Nightmare - Colossus.
Continue through Power Station and Interior Quarters. At the Interior
Quarters Xtraction point, you can remove Emma from your team, if you wish.
Continue through Interior Quarters until you reach the Command Center.
You'll quickly reach a spot where you have to build a bridge and then blow
a hole through the wall to continue. When you reach the Command Center
Xtraction point, the door on your right (as you face the Xtraction point)
is a room with some Acolytes. The door on your left leads to Magneto.
Magneto
-------
Health:
Resistances: Multiple
Powers: Manipulates magnetic fields to shield himself and throw heavy,
metal objects at you
Save your game and check your health and energy pack supply before going in
to see Magneto. You have to fight him and Mystique and Sabretooth.
Concentrate on Magneto and try to hit as many combos as you can. See if you
can score a couple of super combos using an Xtreme power. His shields don't
stay up forever, try to hit him when they're down. Don't worry about
Mystique and Sabretooth, especially if you're using an area-of-effect power
like Chain Lightning, they'll go down while you pound on Magneto.
Finally, Magneto goes down; but...
Sentinels are now attacking Asteroid M and are sending it hurtling
Earthward. You have to defeat the sentinels and use the Gravitron to send
Asteroid M back into space. Go back and save your game at the Xtraction
point, then continue on through the Command Center and pick up the DR disc,
Challenge - Psylocke, right before the exit.
In the second large room you enter in Lounge Deck A, there are three side
rooms, two on one side and one on the other. On the side with two rooms, go
in the left room (as you face the rooms) and pick up a keycard. Use it on
the room opposite to find Havok. After speaking with Scott's brother, pick
up an ID card from his room and use it on the other room opposite. There's
a bonus stat point in that room.
In Lounge Deck B, shortly after you pass the Xtraction point, you'll come
to a room where you have to build a bridge across the room and you can also
build a ramp down into the room and a bridge from your bridge over to a
center pedestal. On the center pedestal, behind the large planter, is the
Challenge Legends Danger Room disc. You now have all the DR discs and you
can go back to the Xtraction point in this stage and finish all the courses
if you so desire. (This is your last chance to do so.)
Once you're ready to end the game, proceed to the exit from Lounge Deck B.
In the Main Power Core, you'll first be swarmed by Sentinel Advanced Mark
IIs and then Sentinel Platform Mark IIs. When the last platform is
defeated, Master Mold shows up.
Master Mold
-----------
Health: 15,000
Resistances: Multiple
Powers: Strong melee attack, freezing beams, guided missiles
Master Mold is a huge robot controlled by General Kincaid. It has multiple
resistances that are controlled by the three generators spaced around the
room. There are catwalks connecting the generators. You must get to each
generator and turn it off to take down Master Mold's resistances and then
lay on with the power combos.
When MM gets to about 50% health, he'll summon in three sentinel
sontrollers to turn the generators back one. Get back to each generator,
destroy the sentinel controller and turn the generator off again. Then spam
the combos on MM.
Recommended strategy is to have Cyclops fitted with the Mask of Xorn (no
energy cost for his Optic Beam) and Storm fitted with an Ultra DNA
Regenerator. Keep Storm up on the catwalks and control her to spam Legend
Lightning on MM while Cyclops is hitting with Legend Blast, etc. You can
easily pull off combos that do over 1,000 points of damage, which, as you
can tell, is not all that much against MM.
When the controllers show up to turn the generators back on, use Storm to
fly to each generator and call your team to you. When Storm is flying, it
is easy to avoid the guided missiles and energy beams coming from MM. If
you really get into trouble, there's an Xtraction point in the corner of
the room where you can Change Team if necessary (including reviving fallen
X-Men).
It's finally all over. There are some extended FMV end sequences and the
credits to watch. Then you get to try all over again, this time with cool
new costumes...
/
\ /--MEN---------------------------------------------------------------
\/ [7] Item List
/\---LEGENDS-----------------------------------------------------------
/ \
/
========================================================
[7.1] Health and Energy Packs, Tech Bits & Xtreme Tokens
========================================================
Health and energy packs can be used to restore...you guessed it...health
and energy! They can be found lying all over the place, and are usually
dropped by enemies and the crates and barrels you bust open. Each pack
restores 25% of your health or energy meter. Energy packs seem to be more
common than health packs, which is a bummer since all X-Men regenerate
energy, but only Wolverine can regenerate health without wearing special
equipment. You can also buy both types of packs from the Morlock Healer,
but only after you have finished the first Morlock mission. You begin the
game with the ability to carry a maximum of 10 of each type of pack. This
capacity increases by 5 every 10 levels: 15 at 10th level, 20 at 20th
level, 25 at 30th level, etc.
Tech bits are the "currency" of X-Men Legends. You use them to revive
fallen team members (at an Xtraction point) and purchase items from Forge
and Healer. You can also sell excess items in exchange for tech bits. They
are dropped by some enemies and some trashed items. They don't drop as
frequently as health and energy packs, so keep a lookout for them and try
to pick up as many as you can, especially in the early game. You can also
receive tech bits for selling excess equipment to Forge or Healer. This is
a good idea not only for the tech bits, but also because your inventory can
only hold so many items and you have to sell some off in order to pick up
newer items that you find.
Xtreme tokens are used to fill up your Xtreme power bar (see Section [3.2]
above). Each token fills one-quarter of an X-treme power circle on the
Xtreme power bar; so, you need to collect four tokens to use one Xtreme
power. You can have one filled power at 15th level, and this increases by
one each five levels to a maximum of 5 filled power circles at 35th level.
Note that the additional capacity for health and energy packs and Xtreme
powers increases as soon as any one X-Man reaches the appropriate level
(with the exception of Professor X, who is a special case).
=======================
[7.2] Danger Room Discs
=======================
In order to train in the Danger Room, you need Danger Room discs. These can
be found in various stages; you can also buy them from Healer or get them
from Healer's Grab Bag (sometimes). The locations of Danger Room discs is
given in Section [6] Walkthrough above.
=================
[7.3] Comic Books
=================
Comic books add permanent stat bonuses to the associated X-Man. There are
13 comics, one for each X-Man except Psylocke and Professor X.
- Cyclops Comic: +2 Agility, +2 Focus; located in the trees in The Bridge
stage of the HAARP mission
- Jean Grey Comic: +4 Focus; located in the Forsaken Place during last
trip to Astral Plane
- Wolverine Comic: +2 Strike, +2 Agility; located on the floor of a
building in the East Rooftops stage of the first mission.
- Storm Comic: +4 Focus; located in the Morlock tunnels, East Trunk Line,
use an Ice Bridge or flier to get it
- Rogue Comic: +2 Strike, +2 Body; located in the Brig of X-Mansion during
the post-Muir Island interlude
- Iceman Comic: +2 Body; located in the elevator room at the end of the
Satellite Control Center of HAARP
- Colossus Comic: +2 Strike, +2 Body; located on Muir Island during the
Juggernaut escapade
- Gambit Comic: +2 Strike, +2 Agility; located in the Influent Bypass
during second Morlock mission, in a side area just before stage objective
- Jubilee Comic: +2 Agility, +2 Focus; located in the Reactor Core of the
nuclear plant
- Magma Comic: +2 Body, +2 Focus; located in Central Park next to the
broken bridge in Magma's X-Man trial.
- Beast Comic: +2 Agility, +2 Body; located in the Brig of the Arbiter in
a room with a crewman that needs to be rescued
- Emma Frost Comic: +2 Body, +2 Focus; located in the Lonely Dark stage of
the first Astral Plane mission, in the corner of the map opposite the
Xtraction point
- Nightcrawler Comic: +2 Agility, +2 Focus; located on a rooftop in 10th
Avenue of the Sentinel Flashback scenario, you'll need Jean Grey's Flight
skill to reach it
==================
[7.4] Sketch Books
==================
Sketch books allow you to view concept art at the stand in Colossus' room
in Xavier Mansion. They have no other value. If you collect all sketch
books in the game, you will unlock additional concept art. Sketch book
locations are given in Section [6] Walkthrough above.
There are 20 sketch books in the game, representing the following concept
art:
Sentinels
Asteroid M
Morlock Tunnels
Early Alison
Morlocks
HAARP Soldier 1
HAARP Soldier 2
Spider Sentinel
Jubilee
Arbiter
Astral Plane
Hive Labs
Rogue Gambit
Trio One
Sewers Healer
Hive Factory
Mansion Sketches
HAARP and Ice Tunnels
HAARP Interior
Weapon X Lab
If you collect all of those sketch books, you will unlock an additional 18
sketches:
Mansion Backyard
Mansion Subbasement
Conference Furniture
Conference Environment
Subbasement Hall
Mansion Front
Overhead Mansion
Hangerbay [sic]
Danger Room
Danger Room Blueprint
Mansion Blueprint Layout
Professor X and Cerebro
Wolverine and Beast
Cyclops and Emma Frost
Nightcrawler, Kitty, Havok
Storm and Marvel Girl
Polaris, Sage, Rogue
Gambit and Bishop
===========
[7.5] Bonus
===========
There are several types of bonuses that can be found or are given as
rewards. These include a skill point for whichever character picks it up;
additional experience or a stat point bonus. These are pretty rare, but
very valuable, so keep a close eye out for them. Locations of these items
can be found in Section [6] Walkthrough above.
===============
[7.6] Backpacks
===============
Backpacks enhance an X-Man's mutant abilities. With the exception of some
of the unique items, these are all random drops, or may be purchased from
Forge.
Agility of the Acrobat (Nightcrawler Challenge)
-----------------------------------------------
+20% damage to Nightcrawler's teleport attacks, +5 Agility; requires
Nightcrawler, level 20
Astral Stone
------------
+3 Focus, +9-11 damage vs. Shadow creatures
Bands of the Beast (Beast Challenge)
------------------------------------
+20% damage to Beast's mutant attacks, +5 Strike; requires Beast, level 20
Black Tom's Cane
----------------
+1 Body, -20% beam damage; requires level 7
Claws of Rage (Wolverine Challenge)
-----------------------------------
+20% damage to Wolverine's claw attacks, +5 Strike; requires Wolverine,
level 20
Dead Man's Hand (Gambit Challenge)
----------------------------------
+20% damage to Gambit's kinetic attacks, +5 Agility; requires Gambit, level
20
Deathbird's Javelin
-------------------
Attack and run speed +20%, +9-11 bleed damage for 5 seconds to projectiles;
requires level 20
DNA Regenerator (Basic/Normal/Super/Ultra)
------------------------------------------
The X-Man regenerates mutant energy 25%/50%/75%/100% faster than normal.
With a Super or Ultra DNA Regenerator and a fairly high Focus stat, an X-
Man can just spam (use over and over and over and over) mutant powers and
will almost never run out of energy.
Exodus Cloak
------------
30% chance to deflect mental damage back to attacker. +80-100 damage vs
humans. Requires level 18.
Flight of the Northstar
-----------------------
30% longer flying time, +20% knockback to knockback attacks; requires level
10
Gauntlets of Wrath (Rogue Challenge)
------------------------------------
+20% damage to Rogue's power attakcs, +20% Rogue stun duration, +5 Body;
requires Rogue, level 20
Hammer of Nimrod
----------------
+125-150 damage to mutant attacks vs. sentinels; requires level 13. This is
pretty much a must-have item for one of your ranged X-Men during the final
mission.
Heart of the Assassin (Psylocke Challenge)
------------------------------------------
+20% damage to Psylocke's psychic attacks, +5 Strike; requires Psylocke,
level 20
Hypnotic Skyburst (Jubilee Challenge)
-------------------------------------
+5 Agility, +20% damage to Jubilee's power attacks; requires Jubilee, level
20
Luck of the Longshot
--------------------
+1 Strike, +1 Agility, +1 Body, +1 Focus, 5% chance to reflect punch/kick
for 125-150 damage; requires level 17
Mantle of the Phoenix (Jean Grey Challenge)
-------------------------------------------
+20% damage to Phoenix's psychic attacks, +5 Focus; requires Jean Grey,
level 20
Manual of the Puck
------------------
+1 Agility, +15-18 damage to kicks; requires level 13
Mask of Xorn
------------
Mutant powers cost no energy to execute; requires level 35. This item is
the reward for completing the Challenge Legends scenario in the Danger
Room.
Muscle Accelerator (Basic/Normal/Super/Ultra)
---------------------------------------------
Adds 10%/20%/30%/40% to attack and run speed. For a couple of the slower
tank characters (like Colossus), this is a great enhancement.
Opal of Ozymandius
------------------
+5 Body, 30% chance of deflecting fire, cold and wind damage back at
attacker; requires level 23
Power Enhancer (Basic/Normal/Super/Ultra)
-----------------------------------------
Adds 9-11, 25-31, 80-100 or 125-150 damage to mutant attacks.
Ring of Polaris
---------------
+1 Body, +20% flying time, -40% knockback; requires level 13
Shadowcat's Touch
-----------------
-5 damage, +25-31 to punch/kick attacks vs. robots; requires level 15.
Shard of Cyttorak
-----------------
-5 damage, +2 Body, +2 Strike; requires level 31
Shi'Ar Battle Implants
----------------------
+3 to all traits; requires level 26. This item is the reward for completing
the Nightmare - Colossus scenario in the Danger Room.
Shi'Ar Body Shield
-------------------
+50% resistance to physical attacks; requires level 29. This item is the
reward from completing the Nightmare - Phoenix scenario in the Danger Room.
Shi'Ar Energy Armor
-------------------
+50% resistance to energy attacks; requires level 30. This item is the
reward from completing the Nightmare - Cyclops scenario in the Danger Room.
Shi'Ar Mind Gem
---------------
+50% resistance to mental attacks; requires level 28. This item is the
reward from completing the Nightmare - Wolverine scenario in the Danger
Room.
Soul of the Gladiator (Colossus Challenge)
------------------------------------------
+20% damage to Colossus' powered attacks, +5 Body; requires Colossus, level
20
Spiked Armor of Stryfe
----------------------
Even though it is called armor, this item goes in the backpack slot. It
reduces damage by 10 points and adds +4-5 energy drain to punches.
Spikes of Penance
-----------------
-8 damage, reflects 80-100 physical damage to attacks; requires level 27
Sunfire's Mask
---------------
-20% damage from fire, +9-11 fire damage to mutant attacks; requires level
16. This is a good add-on for Cyclops when you first acquire it.
Sword of Ogun
-------------
+3 Focus, +8% chance for punch/kick criticals; requires level 25
Targeting Implant (Basic/Normal/Super/Ultra)
--------------------------------------------
Adds 2%/4%/6%/8% to chance for a critical during a ranged attack.
Thunderbird's Beads
-------------------
-20% physical damage, Stun immunity; requires level 18
Tissue Regenerator (Basic/Normal/Super/Ultra)
---------------------------------------------
The X-Man regenerates health at the rate of 2/4/6/8 points per second after
five idle seconds up to 25%/50%/75%/100% of full health. Generally, you
will not want to wear these full time since there are more useful backpacks
available. You should always keep at least one or two in your general
inventory. There may be times when you are down to only one or two X-Men,
are out of health packs and will need to run away, rest while wearing a
Tissue Regenerator and then run back to battle.
Vindicator's Gauntlets
----------------------
+10% experience, -20% beam damage; requires level 14
Visor of Retribution (Cyclops Challenge)
----------------------------------------
+20% Cyclops' Optic damage, +5 Focus; requires Cyclops, level 20
Volcano's Might (Magma Challenge)
---------------------------------
+5 Body, +20% damage to Magma's power attacks; requires Magma, level 20
Weakness Analyzer (Basic/Normal/Super/Ultra)
--------------------------------------------
Adds 2%/4%/6%/8% to chance for a critical during a melee attack.
Winter's Fury (Iceman Challenge)
--------------------------------
+20% damage to Iceman's cold attacks, +5 body; requires Iceman, level 20
Wrath of Wendigo
----------------
-5 damage, -60% pain; requires level 14
X-Cutioner Hood
---------------
Generate energy 50% more quickly, +80-100 damage vs. mutants; requires
level 20. A good item for Cyclops, Storm or other ranged attacker whenever
you're fighting Morlocks or The Brotherhood.
===========
[7.7] Belts
===========
Belts enhance an X-Man's stats. Like backpacks, most of these are random
drops or can be purchased from Forge.
Stat Enhancer (Basic/Normal/Super/Ultra)
----------------------------------------
Adds +1, +2, +4 or +8 to the listed stat (Strike, Agility, Body or Focus).
===========
[7.8] Armor
===========
Armor reduces damage received or gives resistance to specific types of
damage. Armor can be found in random drops or purchased from Forge.
Damage Deflector (Basic/Normal/Super/Ultra)
-------------------------------------------
Gives a chance to reflect a specific type of damage:
- Basic: +10% chance to reflect 15-18 damage
- Normal: +20% chance to reflect 50-63 damage
- Super: +30% chance to reflect 125-150 damage
- Ultra: +40% chance to reflect 175-215 damage
The types of damage deflected are:
- Harmonic: beam damage
- Inertial: punch/kick damage
- Psionic: psychic damage
- Electron: electrical damage
- Elemental: elemental (fire/cold/wind) damage
Inertial Dampener (Basic/Normal/Super/Ultra)
--------------------------------------------
Reduces the chance of being knocked back by 20%, 40%, 60% or 80%.
Nanofiber Armor (Basic/Normal/Super/Ultra)
------------------------------------------
Reduces damage received by 5, 8, 10 or 13 points.
/
\ /--MEN---------------------------------------------------------------
\/ [8] Trivia Game Q&A
/\---LEGENDS-----------------------------------------------------------
/ \
/
On the second floor of Xavier Mansion, there is an X-Men Trivia Game the
player can use to earn a quick 300 experience points. There are 50
questions, and each question is worth 6 XP. I have compiled the list of
questions and the correct answers for any player wishing to earn all 300 XP
with the Trivia Game without playing through most of the game to learn the
answers (and who does not know enough about the X-Men in the first place).
The questions are listed in the order in which they appear when you first
play the game.
Q) Rogue had once been romantically involved with which evil mutant?
A) Magneto
Q) The address for the X-Mansion is:
A) 1407 Graymalkin Lane
Q) Of these characters, which was the first X-Man:
A) Cyclops
Q) Who isn't a member of the Brotherhood?
A) Gateway
Q) Name the machine Xavier uses to augment his psychic powers.
A) Cerebro
Q) Why can't Cyclops control his optic blast?
A) Head trauma suffered as a child
Q) Gambit's father trained him to be a:
A) Thief
Q) Nightcrawler is originally from:
A) Germany
Q) When Jean Grey is overwhelmed by her psychic powers she becomes:
A) The Phoenix
Q) Who is Cyclops's brother?
A) Havok
Q) Moira MacTaggert runs what facility?
A) Mutant Research Center on Muir Island
Q) Who is not truly a mutant?
A) Juggernaut
Q) Wolverine was forced to slay the father of the woman he loved. What was
the father's name?
A) Shingen
Q) Cyclops's father was leader of which group?
A) The Starjammers
Q) Who developed Sentinels as a deterrent to mutants?
A) Bolivar Trask
Q) The original X-Men went to the Coffee A-Go-Go to listen to a beatnik
known as:
A) Bernard the Poet
Q) Magneto's outer space base, Asteroid M, has also been referred to as:
A) Avalon
Q) Who wears a helmet to protect against psionic attacks?
A) Juggernaut
Q) The metal bonded to Wolverine's body is:
A) Adamantium
Q) Which is a codename for Kitty Pryde?
A) Sprite
Q) Toad's real name is:
A) Mortimer Toynbee
Q) Aside from being a powerful telepath, Emma Frost can also:
A) Change to diamond hard substance
Q) Moira's son, Kevin MacTaggert, was also known as:
A) Proteus
Q) For a short time, Jean Grey was a member of:
A) The Hellfire Club
Q) Which X-Man is immune to Rogue's power?
A) Colossus
Q) Storm's biggest fear is:
A) Enclosed spaces
Q) Who in this group is a mutant?
A) Bobby Drake
Q) What is the Xavier Protocol?
A) Files listing the secret identities of all known mutants
Q) Professor Xavier built Cerebro with the aid of:
A) Magneto
Q) Forge is a member of which Native American tribe?
A) Cheyenne
Q) The comic book X-Men #1 featuring the X-Men and Magneto appeared in:
A) September 1963
Q) Who is next in line to lead the X-Men if Cyclops is unable to?
A) Storm
Q) Psylocke is from:
A) England
Q) Where did Jubilee live for a short time?
A) Hollywood shopping mall
Q) Cyclops derives the energy for his optic blast from:
A) Solar energy
Q) When Shadow King first met Professor Xavier he was known as:
A) Amahl Farouk
Q) The Morlocks took their name from:
A) The underground race in H. G. Wells' novel "The Time Machine"
Q) Gambit's power is the ability to:
A) Charge objects with kinetic energy
Q) Jubilee is the unofficial sidekick of which X-Man?
A) Wolverine
Q) Against her will, Psylocke's mind was transferred into the body of:
A) A ninja
Q) Juggernaut received his fantastic powers from...
A) A gem of Cyttorak
Q) A nickname for Cyclops is:
A) Slim
Q) Sabretooth and Wolverine worked together doing covert operations for:
A) The CIA and Weapon X
Q) Kitty Pryde has a pet dragon named:
A) Lockheed
Q) One name Mystique goes by is:
A) Raven Darkholme
Q) One of Storm's favorite hobbies is:
A) Gardening
Q) In addition to Wolverine, who has been an experiment of the Weapon X
program?
A) Sabretooth
Q) When did Colossus first turn into his metal form?
A) Stopping a runaway tractor
Q) The first five members of the X-Men were:
A) Cyclops, Iceman, Angel, Beast and Jean Grey
Q) When do mutant powers normally first activate?
A) During the teenage years
There they are! If you play the trivia game during your first visit to
Xavier Mansion, they're worth a quick two levels for Alison Crestmere
(Magma).
/
\ /--MEN---------------------------------------------------------------
\/ [9] Danger Room Scenarios
/\---LEGENDS-----------------------------------------------------------
/ \
/
Following is a list of Danger Room scenarios, their objectives, the
required number of credits you need to have earned, the reward for
completion and tips for completing the scenario if needed.
=======================
[9.1] Freshman Classes
=======================
The first 8 classes listed here are very basic training. You play them as
Magma and they will help you learn the basics of gameplay. Play them early,
during your first Interlude. Moves 105, especially, is actually harder to
execute once you've leveled up a bit--your attacks are so powerful you
knock the Danger Room robots away from you and can't complete the strike
sequence. For the other classes at this level (and most DR classes except
for the character-specific challenges), you can choose your team from
currently available X-Men.
Setting 101 - Hidden Goods
--------------------------
Destroy all eight crates within 30 seconds. Requires 0 credits. Reward is 1
credit.
Setting 102 - Throwing
----------------------
Pickup and throw five crates within 30 seconds. Use X to pickup a crate and
A to throw it. Requires 1 credit. Reward is 1 credit.
Moves 101 - Triple Hit
----------------------
Strike enemies with the triple hit three times within one minute. A triple
hit is A, A, A. Requires 1 credit. Reward is 2 credits.
Moves 102 - Knockback
---------------------
Strike enemies with the knockback attack three times within one minute.
Knockback is B, B. Requires 2 credits. Reward is 2 credits.
Moves 103 - Popup
-----------------
Strike enemies with the popup attack four times within one minute. Popup is
A, A, B. Requires 2 credits. Reward is 2 credits.
Moves 104 - Trip
----------------
Strike enemies with the trip maneuver five times within two minutes. Trip
is A, B, A. Requires 4 credits. Reward is 3 credits.
Moves 105 - Stun
----------------
Strike enemies with the stunning blow six times within two minutes. Stun is
B, A, B, B. Requires 4 credits. Reward is 3 credits. Very hard to do except
at low level. At higher levels over 5 or 6, the first B attack knocks the
opponent away and you can't follow up with the A attack.
Moves 106 - Throw
-----------------
Throw an enemy seven times within two minutes. To throw an enemy, stand
near and press X, then press in the direction you wish to throw and press
A. Requires 4 credits. Reward is 3 credits.
Teamwork 101
------------
Call for help ten times within two minutes. Press L to call for help.
Requires 9 credits. Reward is 4 credits.
Teamwork 102
------------
Call for help ten times within one minute. Requires 9 credits. Reward is 4
credits.
Combined Powers 101
-------------------
Execute five power combos within four minutes. Requires 14 credits. Reward
is 5 credits.
Combined Powers 102
-------------------
Execute seven power combos within four minutes. Requires 14 credits. Reward
is 5 credits.
Qualifying Exam 100
-------------------
Destroy four generators, survive for three minutes. Requires 28 credits.
Reward is to unlock the Sophomore classes.
========================
[9.2] Sophomore Classes
========================
Protect 201
-----------
Protect four air vents from destruction, survive for two minutes.
Protection scenarios demand that you keep moving and take enemies out as
quickly as possible. Ignore any opponent that is not directly threatening a
protected item. Requires 28 credits. Reward is 2 credits.
Defend 201
----------
Defend civilian, survive for two minutes. There are two civilians. You can
move them by getting on one side of them and walk towards them. They will
walk away from you. Using this method, "push" the two together in the
center of the room and just stand there and blast away at any soldier that
gets close. Requires 28 credits. Reward is 2 credits.
Protect 202
-----------
Defend civilian, protect all computers, survive for two minutes. There are
two computers in adjacent corners of the room. Push the civilian next to
one computer and keep your team around it. Run over to the over computer
every 10 seconds and get rid of any soldier attacking it. Requires 34
credits. Reward is 3 credits.
Defend 202
----------
Defend civilian, protect two vehicles, survive for two minutes. Push the
civilian between two of the vehicles and stand your ground. Let the other
two vehicles go. Requires 38 credits. Reward is 3 credits.
Focus 201
---------
Defeat a Morlock Goth four times within three minutes. Requires 38 credits.
Reward is 4 credits.
Focus 202
---------
Defeat a Morlock Goth six times within two minutes. Requires 40 credits.
Reward is 5 credits.
Qualifying Exam 200
-------------------
Defend crewman, protect four computers, survive for two minutes. As before,
push the crewman in between two computers and keep your team clustered
around. Run across the room about every 10 seconds to check on the other
two computers. Requires 43 credits. Reward is to unlock the Junior classes.
Challenge - Beast
-----------------
Defeat 20 enemies within two minutes, Beast only. In character challenges,
you have unlimited mutant energy. Run into groups of enemies and use
Propeller Kick to take lots of them down at once. Requires 0 credits.
Reward is the Bands of the Beast.
Challenge - Rogue
-----------------
Defeat 20 enemies, defeat Mystique within two minutes, Rogue only. Keep
using Ability Drain and Southern Smash. Requires 0 credits. Reward is
Gauntlets of Wrath.
Challenge - Cyclops
-------------------
Defeat two sentinels in two minutes, Cyclops only. Stand far away, blast a
few times and be prepared to run when a sentinel throws a grenade. Requires
0 credits. Reward is Visor of Retribution.
=====================
[9.3] Junior Classes
=====================
Combined Powers 301
-------------------
Execute five power combos in two minutes. Requires 43 credits. Reward is 2
credits.
Combined Powers 302
-------------------
Execute seven power combos in two minutes. Requires 43 credits. Reward is 2
credits.
Survival 301
------------
Survive for two minutes. Requires 45 credits. Reward is 3 credits.
Survival 302
------------
Survive for three minutes. Requires 49 credits. Reward is 3 credits.
Assault 301
-----------
Defeat 30 enemies within two minutes. Requires 50 credits. Reward is 4
credits.
Assault 302
-----------
Defeat 30 enemies within two minutes. Requires 55 credits. Reward is 5
credits.
Qualifying Exam 300
-------------------
Defeat 30 enemies, destroy all teleporters within two minutes. Requires 57
credits. Reward is to unlock the Senior classes.
Challenge - Wolverine
---------------------
Defeat 20 enemies, defeat the Director within two minutes, Wolverine only.
This is almost too easy, just lay into everyone with Brutal Slashes.
Requires 0 credits. Reward is Claws of Rage.
Challenge - Storm
-----------------
Defeat 10 enemies, defeat Marrow within two minutes, Storm only. Lots of
Lightning and Whirlwind will do the job. Requires 0 credits. Reward is
Goddess Medallion.
Challenge - Iceman
------------------
Defeat 20 enemies, defend civilian, survive for two minutes, Iceman only.
Use Freeze Blast to slow or freeze the GRSO soldiers, then pummel them.
Push the two civilians together in a corner and use Ice Armor to protect
them. Requires 0 credits. Reward is Winter's Fury.
=====================
[9.4] Senior Classes
=====================
Protect 401
-----------
Protect all statues for two minutes. A group of four ranged X-Men is
recommended because you cannot herd the statues together. Requires 57
credits. Reward is 2 credits.
Protect 402
-----------
Protect all statues for three minutes. Same as Protect 401, just harder.
Requires 57 credits. Reward is 2 credits.
Sabotage 401
------------
Defeat 10 enemies, destroy all four ladders, complete within one minute.
Storm works well for this scenario, as she can destroy the ladders in the
side rooms without leaving the center room (Lightning does not require line
of sight). Requires 59 credits. Reward is 3 credits.
Sabotage 402
------------
Defeat 15 enemies, destroy all four ladders, complete within 45 seconds.
Same as Sabotage 401--use lots of Lightning. Requires 61 credits. Reward is
4 credits.
Focus 401
---------
Defeat five enemies, defeat Astral Fiend two times, complete within one
minute and 30 seconds. Requires 66 credits. Reward is 5 credits.
Focus 402
---------
Defeat ten enemies, defeat Astral Shade two times, complete within one
minute. Requires 70 credits. Reward is 6 credits.
Graduation Exam 400
-------------------
Defeat 25 enemies, defeat Astral Shadow 5 times, defeat Astral Fury 5
times, defend Professor X, destroy all statues, complete within two
minutes. Use a shield power that affects the whole team, it will shield
Prof X as well. Stay near him, keep the shields up and destroy the shadow
creatures. Once all the required enemies have been defeated, send Cyclops
running around the room and shoot the statues. Requires 75 credits. Reward
is to unlock the X-Man classes.
Challenge - Phoenix
-------------------
Defeat 20 enemies within two minutes. Use lots of TK and Psychic Shout.
Requires 0 credits. Reward is the Mantle of the Phoenix.
Challenge - Nightcrawler
------------------------
Defeat Toad within two minutes. In addition to Toad, you'll be attacked by
Acolytes. Use Teleport Flurry continuously. Requires 0 credits. Reward is
the Agility of the Acrobat.
Challenge - Magma
-----------------
Defeat 20 enemies within two minutes. Some of your opponents are sentinels.
Isn't that fun? Use your most powerful mutant attack frequently. Requires 0
credits. Reward is Volcano's Might.
Challenge - Colossus
--------------------
Defeat 20 enemies, defeat Pyro, destroy all four alarm boxes, complete
within two minutes. Use a Muscle Accelerator to speed Colossus up and take
out the alarms first. You may to have rotate the camera to see the alarms.
Use Smash power on the alarms to take them out in one hit. Then concentrate
on troops and Pyro. Requires 0 credits. Reward is the Soul of the
Gladiator.
====================
[9.5] X-Man Classes
====================
Defend 501
----------
Defend civilian. Survive for two minutes. Use at least one X-Man with a
party-covering shield power. Requires 70 credits. Reward is 2 credits.
Assault 501
-----------
Defeat 25 enemies within three minutes. Requires 70 credits. Reward is 3
credits.
Assault 502
-----------
Defeat 25 enemies within three minutes. Requires 74 credits. Reward is 3
credits.
Survival 501
------------
Survive for three minutes. Requires 79 credits. Reward is 4 credits.
Survival 502
------------
Survive for three minutes. Requires 80 credits. Reward is 4 credits.
Sabotage 501
------------
Destroy all four alarm boxes within one minute. Requires 86 credits. Reward
is 5 credits.
Qualifying Exam 500
-------------------
Danger level must not exceed 10.00. Survive for 3:00. This is a replay of
the Arbiter timed rescue mission. Let your teammates do their own thing
while you, as Cyclops, run around keeping the hull breaches sealed.
Requires 91 credits. Reward is to unlock the Legends classes.
Challenge - Jubilee
-------------------
Defeat 50 enemies, destroy all four generators within two minutes. Use Bait
to weaken the soldiers and plenty of Energy Burst. Requires 0 credits.
Reward is Hypnotic Skyburst.
Challenge - Gambit
------------------
Defeat 20 enemies, defeat Marrow's Lieutenant four times within two
minutes. Excessive use of Staff Slam works wonders in this challenge.
Requires 0 credits. Reward is Dead Man's Hand.
Challenge - Emma Frost
----------------------
Destroy all six statues. This challenge is almost an admission by the
developers that Emma is a useless character. There's not even a time limit!
Turn on your Shell and run to the statues and take them down. If you've
leveled Shell Might, Psionic Fury and Hardness, you don't even need to
bother Confusing the shadow creatures. Requires 0 credits. Reward is
Diamond's Aura.
Challenge - Psylocke
--------------------
Defeat Sabretooth, defeat Mystique, complete within two minutes. Remember
you have unlimited mutant energy so exercise your powers generously. Keep
your shield up and keep hitting with you Psychic Blade. Requires 0 credits.
Reward is the Heart of the Assassin.
======================
[9.6] Legends Classes
======================
Protect 601
-----------
Protect all generators for one minute. Requires 0 credits. Reward is a lot
of XP.
Focus 601
---------
Defeat Acolyte Master Elite 5 times within one minute. This is easy if
you've learned how to hit combos. Requires 0 credits. Reward is a lot of
XP.
Nightmare - Wolverine
---------------------
You play as Magma. Defeat Ultimate Predator 2 times within one minute. If
you've leveled up Lava Fissure, this one is cake. Requires 0 credits.
Reward is Shi'Ar Mind Gem.
Nightmare - Phoenix
-------------------
You play as Rogue. Defeat Sun Goddess 2 times within one minute. Use
Ability Drain and Southern Smash. Requires 0 credits. Reward is Shi'Ar Body
Shield.
Nightmare - Cyclops
-------------------
You play as Nightcrawler. Defeat Chaos Lord 2 times within one minute.
Frequent use of Teleport Flurry is recommended. Requires 0 credits. Reward
is Shi'Ar Energy Armor.
Nightmare - Colossus
--------------------
You play as Gambit. Defeat Champion of Rhodes 2 times within one minute.
Staff Slam works great for this battle, as it knocks the champions away
from you and keeps them from beating on you. Requires 0 credits. Reward is
Shi'Ar Battle Implants.
Challenge - Legends
-------------------
Defeat 40 enemies, defeat Dark Pyro, destroy all generators within five
minutes. Just blast away. Three of the generators are close by and will be
destroyed quickly. Run to the fourth and take it out, then just blow up bad
guys. Dark Pyro will be in there somewhere and be taken down as well.
Requires 0 credits. Reward is the Mask of Xorn.
/
\ /--MEN---------------------------------------------------------------
\/ [10] Version History
/\---LEGENDS-----------------------------------------------------------
/ \
/
1.00 (2004-10-14)
- Walkthrough is complete
- Added more item descriptions to section 7
- Added concept art titles to section 7.4
- Added more enemy stats to section 5
- Finished Danger Room scenario descriptions
- TO DO: Finish all enemy stats
0.80 (2004-10-13)
- Moved this version history to section 10, renumbered sections
- Added section 4.18, Optional Builds
- Added sections 6.16 through 6.22 to Walkthrough
- Added more items to section 7
0.70 (2004-10-11)
- Added sections 6.10, 6.11, 6.12, 6.13 and 6.14 to the Walkthrough
- Added more enemy stats to section 5
- Added Professor X's descriptive information to section 4.13
- Added more DR class descriptions in section 9
- Rewrote section 8, Trivia Q&A to match the actual wording
used in the game
- Minor grammar and spelling changes throughout
0.60 (2004-10-09)
- Added sections 6.7, 6.8 and 6.9 to the Walkthrough
- Added more items to section 7
- Added more Danger Room class descriptions to section 9
- Added more enemy stats to section 5
- Cleaned up some information and corrected some typos
0.50 (2004-10-07)
- Beta release, currently incomplete
- TO DO: finish walkthrough, currently only complete through
the third mission (rescue Gambit from Morlocks)
- TO DO: finish list of Danger Room classes
- TO DO: finish item list, missing some unique items
/
\ /--MEN---------------------------------------------------------------
\/ [11] Credits
/\---LEGENDS-----------------------------------------------------------
/ \
/
Thanks to Eristole and HexKrak for their FAQ, which helped me find a few
items that I missed on my first playthrough.
Written and (c)2004 by Barry Scott Will
This work is licensed under the Creative Commons Attribution-ShareAlike
License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-sa/2.0/
or send a letter to
Creative Commons
559 Nathan Abbott Way
Stanford, California 94305, USA.