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Nightcrawler Guide

by techiedude

Techiedude�s First
(and probably only)
Player Guide

Nightcrawler for X-Men Legends 2: Rise of Apocalypse
v1.05 12-12-05
author: Scott Mathemeier (techiedude)

Acknowledgement: This Player Guide is based on my own experience in the game
along with a big *Thank You* to PapaGamer�s FAQ found on www.gamefaqs.com,
www.neoseeker.com and his own website www.pyric.com. If you�re looking for a
really good and thorough walkthrough, his is the way to go. He also has many 
other great game walkthroughs! Check �em all out at www.pyric.com. If you 
like the character Skill Guide, see PapaGamer�s FAQ for something similar 
for all characters (I've tweaked it a little for this guide).

Any questions/comments feel free to email me at: 

t e c h i e d u d e (at) s b c g l o b a l . n e t 

and include �XML2 Player Guide� in the subject line.

Note: If you�re not interested in using Nightcrawler, this isn�t the doc for
you. But if you are, he is a whole lot of *BAMF* clobberin� fun!
(And I hope this helps you enjoy Kurt and the game more.)

I wrote this guide only because I had so much fun playing Nightcrawler
(I�ve been gaming for over 25 years and this is the first time I�ve gone into
this much detail - alas details are in the eye of the beholder). 

There are some FAQ�ers out there with a lot more *game* detail than I offer
here. Checkout www.gamefaqs.com and www.neoseeker.com for other walkthroughs,
cheats, and ideas. God Bless the FAQer community. ;)

Legalese:

Marvel, X-Men and all Marvel characters and the distinctive likenesses thereof
are trademarks of Marvel Characters, Inc. Copyright 2005 Marvel Characters,
Inc. Game copyright 2005 Activision Publishing, Inc.

This guide is not endorsed by, nor is the author associated with, Marvel
Comics, Activision or Raven Software.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Please do not reprint without permission or use parts of the guide in your own
publication without offering credit. If you find this guide anywhere other
than www.gamefaqs.com or www.neoseeker.com, please email me to let me know -
I think I'd be more curious than anything that somebody actually enjoyed it
and found it useful ;)

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Table of Contents:

S1: Why Nightcrawler
S2: Playing Kurt
S3: Experience and Leveling-Up
S4: Danger Room
S5: Tech Bit Bonanza
S6: Equipment
S7a: Skill Point assignments for:
         Divine Blades
         Teleport
         Teleport Frenzy
         Master of Chaos
S7b: Skill Point assignments for:
         Sword Mastery 
         Teleport Mastery
         Uncanny Reflexes
S7c: Skill Point assignments for:
         Critical Strike
S8: Level-up Notes
S9: Final Notes

To skip to a particular section, perform a find on the section number (S#).

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S1
*Why Nightcrawler*

My reason for using Nightcrawler (other than his *bamfing* butt-kickin�) is
that his best attack/skill requires NO (repeat NO) use of the Focus setting,
so you can spam that attack all day long and to your hearts� content - but
there�s a catch. This ability *Teleport Frenzy* doesn�t become available until
later in the game :( And before you are able to get Teleport Frenzy, they
tempt you with another ability -Teleport Attack- but don�t do it, don�t 
succumb! Here�s why: Teleport Frenzy not only kicks better butt, it�s free!
That�s right boys-n-girls, it�s free -> as long as you don�t assign ANY skill
points to Teleport Attack - oooh, there�s the catch! As soon as you assign a
skill point to Teleport Attack, Teleport Frenzy will not be a free attack.
You have to wait longer to get Teleport Frenzy, but if you leave the character
on AI control and level-up �crawler correctly, and redistribute skills later
it won�t matter. Remember: avoid Teleport Attack like it�s the Mutant Plague.
Never, ever assign a skill point to it or it will cost you in more ways than
one. Wait for Teleport Frenzy!

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S2
*Playing Kurt*

In my experience (and I�m not going to boast because I�ll be the first to admit
it�s not all that and a bag-of-tech bits), �crawler should be played two ways
to get the most (fun and use) out of him. For the first 27 levels, concentrate
on his sword skills when leveling-up and let the AI handle him in combat. For
the levels post-27, use him as your primary character and wreak havoc (no pun
intended) with him.

Here�s my justification for this: he�s a pain to control in the early stages
(levels 1-27) with the powers/abilities available to him, so let the AI do all
the work. While Divine Blades can cause some really good damage, it can be a
bit tedious to control and get the hang of directing Kurt in combat in order
to get the most out of an attack (and you�re likely to get your butt kicked
N-S-E-W until you do). You could also inadvertently run-off/teleport-off a
cliff...not a good thing ;)

In the later levels (post-28), his sword skills are almost irrelevant except
for debris-clearing rooms with Divine Blades for tech bits and equipment. Why?
Because his best attack *Teleport Frenzy* doesn�t use swords at all, it�s all
mano-a-mano. Remember the opening of X2 (the movie) where Nightcrawler is 
*bamfing* about the White House and just laying waste to all those in his way
with just his fists? That�s essentially what Teleport Frenzy is - and it is a
beauty to behold! (I actually laughed out loud in later levels of the game
watching at how poetic, powerful and precise this attack is! I�ve cleared
entire rooms before the other AI characters have even gotten so much as
"Danger Will Robinson" alert.) Just use Teleport Frenzy and �crawler is nearly
unbeatable.

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S3
*Experience and Leveling Up*

Nightcrawler�s turning point for player usability may be between levels 31 and
34. At this point he�s started Teleport Frenzy and acquired enough Master of
Chaos & Critical Strike to be dangerous (and controllable) -> this is the
perfect time to buy skill points, extra levels and redistribute skill points!
And leveling up here gets you closer to huge milestones - Teleport Frenzy
levels 34/37 and Master of Chaos levels 35/40.

If you�re going to buy a level from Forge (or Beast) check the character�s
stat sheet before you level them up. It makes no sense to pay to level up a
character that is 1/3-3/4 filled on the XP bar. If you�re going to level up a
character do it right after he levels up normally, that way you get the most
bang for your "tech bit" buck. If you didn�t already know: buying a level only
gets you to the beginning of the next level, it doesn�t give you a "full"
level up. If you�re at the � way point on the XP bar, it gives you enough to
reach the next level; it doesn�t level you up and put you � way into the next
level (bummer). Exa: If you�re at level 23 and your XP bar is �ers filled and
you buy a level, it will only fill your XP bar the remainder � to reach level
24, it won�t put you at 24 �. Also, if you�re going to pay for a level-up,
wait for a milestone. By milestone I mean make sure you�re going to be at a
new level that allows you to get something worthwhile (for �crawler that would
be levels 34, 37 or 43 for the additional bonuses in Teleport Frenzy or levels
35 or 40 for Master of Chaos).

To ramp up multiple levels of experience: find the dual teleport pad room in
the Holding Pens (mid-Act 4). Use �crawler with Teleport Frenzy - just keep
spamming with Teleport Frenzy and watch your XP hit the roof. For added XP,
bring Magneto and Storm along. Set Mags to Levitate as his default AI power
and set Storm to Whirlwind or Electric Shock as her default AI power. If
you�ve ramped up Mags with high Leadership, congrats, you�re in for an XP
buffet (if not, add him to your team and re-distribute his skills)! Just keep
spamming Teleport Frenzy and the call button (calls teammates to your aid and
�usually� makes them use their default AI power). With both of these AI
characters attacking with Radial powers (and you *bamfing* all over the
enemies), it�s much easier to hit Combo attacks which result in XP bonuses.
You could easily level-up each character four or five levels in this room
(depending on how easily you�re bored or how much you like to kick @$$).
Of note: this room is prone to crash/hang systems, so EVERY chance you get
(i.e. EVERY five minutes) *Blink* back to base and save your progress. When
I say EVERY, there is a reason it is in CAPS -> nothing sucks more than to
have your system hang or crash after playing so long that you�ve leveled up
two or three characters and you didn�t save the progress. I�m speaking from
experience here -> ARRRRRRRRRRRRRRRRRGH! Learn from my mistakes...

Another way to accelerate your leveling-up is to keep a character with
Leadership on your team throughout the game (I didn�t do this until late in
the game - oops). See above example with Magneto and Storm (she�s not a
�Leadership� player but her radial skill helps create more combo
opportunities!). 

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S4
*Danger Room*

Remember: the Danger Room is your friend! Usually ;) A friend of mine played
the game almost all the way through before using the Danger Room once. This
can be a HUGE mistake because the Danger Room gives you additional XP; it can
also give you additional equipment, skill points and talent points (Focus,
Body, Speed, and Strike). This additional XP with talent points can level-up 
your character and make you that much more powerful going into the next level.
You are also presented with challenges for specific characters - upon
completion you will receive a piece of equipment specific to that character
that is usually better than anything you will receive in the actual game. The
Legends level (as discussed later) will grant you (5) extra trait points and
(4) extra skill/talent points!

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S5
*Tech Bit Bonanza*

Want to put a little extra tech bit cash in your utility belt? Visit the Tower
Apex (end of Act 4). This level has dozens and dozens of destructible 
canisters. Upon finishing just this one screen, I had increased my tech bit
cache between 55,000-65,000 tech bits. "So what" you say? Well take into
account that you may want to level up each character (twice for each character)
, buy skill points (four for each character) and maybe redistribute skills for
two or three characters and you�re looking at some considerable cha-ching. The
beauty of this particular level is that you can *Blink* back to the mansion,
sell equipment, save your progress and *Blink* back to the Tower Apex and 
-voila- all of the canisters have returned for additional destruction (with no
enemies in sight)! Nightcrawler with Divine Blades or a player with a good
radial attack will make quick work of this level -> before you know it, you
could have a couple of million tech bits. Now you�re ready to level up your
characters, buy skill points and redistribute skill points (in that order).

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S6
*Equipment*

While playing the game (not the Danger Room missions), you might encounter a
piece of equipment specific to Nightcrawler that grants +1 to Teleport. I�ve
read elsewhere that a +1 Teleport from this equipment affects ALL teleport
skills (Frenzy, Attack, and Mastery) - unfortunately I didn�t experience this
benefit. The only skill that increased when I armed this piece was the Teleport
skill (as noted by a green-filled box instead of a yellow/gold-filled box).
Your experience/mileage may vary - check to see if it�s worth it before
dropping a better piece of gear! Besides, if you increase your Teleport skill
by +1 you may end-up �over-porting� into rooms you aren�t quite ready for and
bringing a world-of-pain down on you and your party (been-there-done-that). ;) 

When choosing/arming equipment, pay attention to what it affects. Nightcrawler
could really make use of an item that bypasses defenses, increases ATK, and
improves strike & speed. He doesn�t have much need for equipment with body
and focus �implants�. Also, just because an item is higher in the gear list
doesn�t automatically mean it�s better; again, look at the item and the player
and how the player is being used in the party.

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S7a
Skill Point Assignments

Ability/Skill	   Can Level-up at 	 Should level up at
 -----------	   ---------------	  ----------------
Divine Blades		1		 Starts at this level
                        4	                4
                        7	                7
                        10	               10
                        13                     13   Redistr. to CS @ lvl 31
                        16                     16   Redistr. to CS @ lvl 31
                        19                     19   Redistr. to CS @ lvl 31

------------------------------------------------------------------------------

Ability/Skill      Can Level-up at       Should level up at
 -----------        -------------         ----------------
Teleport                1                       3    Won�t be using TPort or
                        4                       8    TPort-based ATKs til later

------------------------------------------------------------------------------

Ability/Skill      Can Level-up at       Should level up at
 -----------        -------------         ----------------
Teleport Frenzy         28                     28    Level this skill up at
                        31                     31    EVERY level-up you are
                        34                     34    allowed.
                        37                     37
                        40                     40
                        43                     43
                        46                     46
                        49                     49
                        52                     52
                        55                     55
                        58                     58

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Ability/Skill      Can Level-up at       Should level up at
 -----------        -------------         ----------------
Master of Chaos         15                     15    Level this skill up at
                        20                     20    EVERY level-up you are
                        25                     25    allowed.
                        30                     30
                        35                     35
                        40                     40    Buy w/tech bits at lvl 40
                        45                     45

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S7b
Skill Point Assignments

Ability/Skill      Can Level-up at       Should level up at
 -----------        -------------         ----------------
Sword Mastery           1                       2
                        2                      11    Redistr. to TM @ level 31
                        4                      12    Redistr. to TM @ level 31
                        6                      24    Redistr. to TM @ level 31

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Ability/Skill      Can Level-up at       Should level up at
 -----------        -------------         ----------------
Teleport Mastery        1                      26   This skill won�t really be
                        5                      27   useful til Teleport Frenzy
                        9                 Re-distr @ lvl 31 from Sword Mastery
                        13                Re-distr @ lvl 31 from Sword Mastery
                        17                Re-distr @ lvl 31 from Sword Mastery
                        22                     38
                        26                     39
                        30                     44
                        34                From Danger Room �Legends�
                        38                From Danger Room �Legends�
                        43                From Danger Room �Legends�
                        47                     47
                        51                     51
                        55                     56
                        60                     60

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Ability/Skill      Can Level-up at       Should level up at
 -----------        -------------         ----------------
Uncanny Reflexes        1                       5
                        2                      17
                        3                      18
                        5                      21
                        6                 Re-dist @ lvl 31 from Divine Blades
                        7                      41
                        9                      42
                        10                From Danger Room �Legends�
                        11                     48
                        13                     50
                        14                     53
                        15                     54
                        17                     57
                        18                     59
                        20                     61

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S7c
Skill Point Assignments

Ability/Skill      Can Level-up at       Should level up at
 -----------        -------------         ----------------
Critical Strike         1                       1
                        2                       6
                        3                       9
                        4                      14
                        5                      22
                        6                      23
                        7                      29
                        8               Buy with tech bits at level 31
                        9               Buy with tech bits at level 31
                        10              Buy with tech bits at level 31
                        11              Re-distr @ lvl 31 from Divine Blades
                        12              Re-distr @ lvl 31 from Divine Blades
                        13                     32
                        14                     33
                        15                     36


Key:
     ATKs -> Attacks
     CS -> Critical Strike
     lvl -> Level     
     TPort -> Teleport
     TM -> Teleport Mastery
     Re-distr -> Redistribute (use 're-distribute skill' to move skill points)
------------------------------------------------------------------------------

S8
Post Level-up notables:

Note: I finished the game with Nightcrawler at level 51 so the remaining/higher
level-ups are hypothetical - he�s now at level 57 by-way-of revisiting the
�teleport room� in the Holding Pens to buffer his XP. ;)

If at any point you have accumulated enough tech bits to buy skill points for
�Crawler, feel free to do so - just put them into a useful skill you won�t
need to redistribute for a while or at all (Critical Strike, Teleport Mastery,
Uncanny Reflexes). Use 'level-up' skill points for Teleport Frenzy or Master of
Chaos.

Buy three �Skill points� and one �Redistribute skill points� for Kurt at level
31. (If you haven�t bought any equipment and have been destroying everything
to find equipment to sell and saving your tech bits you should be able to
squeeze this out.) Redistribute skills as noted above to take better advantage
of Teleport Frenzy.

Buy one �Skill point� at level 40 and assign it to Master of Chaos (you used
the regularly-assigned skill point on Teleport Frenzy).

Buy a level-up as soon as you attain level 33 to jump to level 34 (i.e.
*Blink* out back to base if you can); wash, rinse and repeat at level 42 to
jump to level 43. Repeat after me: "Teleport Frenzy is FrEaKy; Teleport Attack
bytes the big one!"

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S9
Final Notes:

If you�re going to spam the Teleport Frenzy attack, make sure to mix it up with
the call button - more XP in order to level-up faster (but only applies if you
have a �Leadership� character on your team). Also, consider setting your 
teammates' AI to radial-type attacks so it's easier to hit combos.

If you want to �port free of charge in an area you�ve already cleared/decimated
, use Teleport Frenzy. If no enemies are around and you use TF, it will
teleport you once in the direction you are currently facing (instead of 
*bouncing* around, ala when you're in a fight). If the area isn�t cleared yet
or you discover an �un-tapped� area, TF will revert to its default *multi-bamf*
behavior.

Attempt the Danger Room �Legends� level after attaining level 45 (and no
earlier than 35). At level 45, you�ll be able to spam Master of Chaos while
calling your teammates and complete the levels with *relative* ease (and these
aren�t *easy* battles). The trick to this is that after you complete one
mission, exit the Danger Room and go back in to attempt the next level. (Don�t
forget to level up/spend skill points and save the game before going on to the
next Danger Room mission.) If you don�t, and just continue each mission in
order without exiting, you won�t replenish your Xtreme Tokens for the next
mission -> Xtreme tokens used in Danger Room missions aren�t consider �used�
in regular game play but they�re kept track of and deplete normally when used
in the Danger Room until you exit completely (at which time they're replenished
automatically). Best bet: Go into the battles with Storm as the active player,
have her cast �Will of the Goddess� and switch to �Crawler to dispense some
pain. Note: this only works on the �Normal� difficulty setting. Recently while
re-playing at the �Hard� setting, I�ve noticed that the Xtreme tokens
inventory is tracked in and out of the Danger Room as the same amount. I.E. ->
If you use three Xtreme powers in the Danger Room while playing at the �Hard�
difficulty and exit the Danger Room, you�ll only have two available Xtreme
tokens for regular gameplay when you exit the Danger Room.

Because only so many maps can be held in memory (I think they start to drop off
after five maps have loaded), weapon caches can be picked up multiple times if
you go back to a previously visited area - alas the tech stations cannot. Once
a tech stn is used, you have to replay the game from the start to re-use it. :(

Something I wish I knew early on #1: the (Rare) equipment for specific
characters that you find usually isn�t any better than regular equipment and
definitely not better than the (Unique)-labeled equipment. Sell it (the Rare)
for tech bits - don�t keep it expecting to use it later, there will always be
better equipment (the notable exception is equipment you get from character
missions in the Danger Room.) If you wait to sell this equipment, it won�t be
worth as much in later Acts.

Something I wish I knew early on #2: In the Danger Room "Protect" missions
bring Storm with you and use her "Will of the Goddess" Xtreme power -> it
protects everyone in your party (via invulnerability) **as well as** the
character you are assigned to protect for a certain period of time. When time
is winding down, have Storm cast it again (and use until the mission ends).
Wallop on the enemy with radial attacks and Teleport Frenzy.
 
Something I wish I knew early on #3: The Danger Room missions that require you
to hit combo moves should be done as early as possible. If you wait too long,
your characters will be too powerful (one hit-one kill) and you won�t be able
to complete the missions.

Something I wish I knew early on #4: Don�t buy equipment/gear - save your tech
bits for level-ups and skill points. You�ll *find* better equipment along the
way anyway.

Rule #1: Save and save often - not because the battles are exceptionally hard
but because if your system crashes (and you�ve made really good progress) you
may want to put a hole in your nice lil monitor or throw your cordless mouse
across the room through a window. Use the *Blink* portal once you�ve got it.
Don�t go more than 15-20 minutes without saving (I recommend *at most* every
10 minutes) - and definitely save before boss battles. A friend of mine said he
experienced crashes on his XBox - so this isn't a problem exclusive to the PC
version.

Rule #2: See Rule #1 (corny but I couldn�t resist).

Version tracker:
v1 -> 12-02-05. Original version (duh)
v1.05 -> 12-12-05. Corrected some misspellings and punctuation; added 'Key' to
         Skill Point Assignment Guide; added map memory/weapon cache tip; added
         www.neoseeker.com to approved site list.