******************************************************************************
*                                X-Men Legends 2                             *
*                               Full Walkthrough                             *
*                            Playstation 2 version                           *
*                                 Version 1.02                               *
*                              December 20, 2006                             *
*                               Marshall Stieler                             *
*                   m s t i e l e r 8 4 8 0 @ a i m . c o m                  *
******************************************************************************

Table of Contents:

Code    Title

ITTG    Introduction to the guide

WLKTHR  Walkthrough
A1      Act 1, Collectibles
A1MPOG  Military Prison Outpost, Greenland
I1TS    Interlude 1: The Sanctuary (Xtraction Point)
A1TDZ   The Dead Zone (Xtraction Point)
A1CC    Cerci Caverns
A1BC    Barren Cliffs (Xtraction Point)
A1DM    Desolate Mesa
A1CB    Cerci Burrows
A1LC    Larvae Chambers (Xtraction Point)
A1QL    Queen's Lair (Xtraction Point)
A1GS    Genosha Seawall
A1SH    Southern Habitats (Xtraction Point)
A1NP    Northern Plaza
A1GH    Grand Hall (Xtraction Point)
A1GC    Genosha Council
I2TS    Interlude 2: The Sanctuary (Xtraction Point)
A1SBA   Act 1's Secret Bonus Area
A2      Act 2, Collectibles
I3A     Interlude 3: Avalon (Xtraction Point)
A2JC    Jungle Canal
I4A     Interlude 4: Avalon (Xtraction Point)
A2JR    Jungle Ruins (Xtraction Point)
A2JP    Junlge Pass (Xtraction Point)
A2NS    Nuwali Shrine
A2NC    Nuwali Corridors (Xtraction Point)
A2NG    Nuwali Gateway (Xtraction Point)
A2BS    Betonder's Sanctum (Xtraction Point)
A2ET    Elemental Tomb (Xtraction Point)
A2MW    Mikhail's Warship
A2SBA   Act 2's Secret Bonus Area
A3      Act 3, Collectibles
I5WXF   Interlude 5: Weapon X Facility (Xtraction Point)
A3CI    Core Interior
A3CS    Core Security (Xtraction Point)
A3CR    Core Reactor (Xtraction Point)
A3CC    Core Control
A3FA    Factory Entrance (Xtraction Point)
A3IE    Infinite Engineering
A3GP    Genetic Processing
A3MFC   Mutant Fusion Core
A3AF    Assembly Factory (Xtraction Point)
A3CP    Central Processing
I6WXF   Interlude 6: Weapon X Facility (Xtraction Point)
A3MA    Madri Antechamber
A3HOK   Hall of Knowledge (Xtraction Point)
A3MCL   Madri Cloisters
A3MCO   Madri Conclave (Xtraction Point)
A3MCH   Meditation Chamber
A3DS    Divine Sanctuary
A3MCI   Monastic Citadel
A3SBA   Act 3's Secret Bonus Area
A4      Act 4, Collectibles
I7XM    Interlude 7: X-Mansion (Xtraction Point)
A4PP    Perimeter Platforms
A4RAP   Radar Array Platforms
A4CCP   Command Center Platform
A4SS    Sewers South
A4NYSS  New York South Side (Xtraction Point)
A4NYWS  New York West Side
A4NYNS  New York North Side
A4SW    Sewers West
A4HP    Holding Pens (Xtraction Point)
A4S     Stockade
A4BT    Brain Trust
A4SN    Sewers North
A4TP    The Pantheon (Xtraction Point)
A4TE    Tower Engineering
A4SL    Sinister's Lab (Xtraction Point)
A4TA    Tower Apex
A4SBA   Act 4's Secret Bonus Area
A5      Act 5, Collectibles
I8TC    Interlude 8: Teleport Chamber (Xtraction Point)
A5RM    Ra's Mouth
A5AL    Ancient Labyrinth
A5TOA   Temple of Anubis
A5TOS   Temple of Sekhmet
A5HOTD  Hall of the Head
A5VOTA  Vault of the Ages

SKL      Skills Key
SKLBIS   Bishop
SKLCOL   Colossus
SKLCYC   Cyclops
SKLBDP   Deadpool*
SKLGAM   Gambit
SKLICE   Iceman
SKLBIM   Iron Man*
SKLJUG   Juggernaut
SKLMAG   Magneto
SKLNIG   Nightcrawler
SKLJEA   Phoenix (Jean Grey)
SKLBPX   Professor X*
SKLROG   Rogue
SKLSCA   Scarlet Witch
SKLSTO   Storm
SKLSUN   Sunfire
SKLTOA   Toad
SKLWOL   Wolverine

ITM      Items Key
ITMBLT   Belts
ITMGLV   Gloves
ITMARM   Armors
ITMPRE   Prefixes
ITMSUF   Suffixes

TTG      The Trivia Game Intro
A1TTG    Act 1 Trivia Game answers
A2TTG    Act 2 Trivia Game answers
A3TTG    Act 3 Trivia Game answers
A4TTG    Act 4 Trivia Game answers
A5TTG    Act 5 Trivia Game answers

DRC      Danger Room Computer Courses
DRC1     Freshman Course
DRC2     Sophomore Course
DRC3     Junior Course
DRC4     Senior Course
DRC5     X-Man Course
DRC6     Legend Course

UNLOCK   Unlockables
COST     Costumes

VERHIS   Version History

NXTVER   Next versions

THNX     Thanks

LGLBS    Legal

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                     INTRODUCTION TO THE GUIDE (ITTG)
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Well, here it is: the promised FULL GUIDE. Well, as full as I can do; it's
not like I can publish this damn thing. As far as I know, aside from the
full item prefix/suffix range, this guide should be 100% complete. Unless
something major comes up (big mistake, etc.), there are no updates planned.

Also, this guide, as stated at the top, is for the PS2 version. If you
have a question about something strange, and are playing on a different
system, check on the GameFaqs message boards for that system's board
for the game. I don't have the XBox/GameCube/PC/PSP version, so I can't
troubleshoot for you. If you have a question about the PS2 version, I can
most likely help you.

Those of you wondering why my email address is all funny looking is that some
people think it's nice to send me viruses. For some reason, I don't think
this way. So, for those of you who'd like to send me mail, just remove all
the spaces, and mail away.

Also, the Code feature. This will be throughout the guide. What yuo can do
is use CTRL+F, then type in the Code listing to go directly there.

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                          WALKTHROUGH (WLKTHR)
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Act 1: (A1)
Hidden Stuff: 3 Comic Books, 9 Concept Art in 3 Sketch Books, 
              4 Homing Beacons, 4 Data Discs, 6 Tech Stations,
              1 Iron Man Armor, 2 Weapon Caches, 4 Danger Room Discs

------------------------------------------------------------------------------
Military Prison Outpost, Greenland (A1MPOG)
Available characters: Magneto, Wolverine, Cyclops, Storm
Objectives: none

What a team to start off with, huh? Well, head the only direction you can go
to find your first game tip:

GAME TIP #1: Press + to choose which of your teammates will become the active
hero. Example: Left-Wolverine; Right-Cyclops; Down-Storm; Up-Magneto
(then again, if you've played XML 1, this is all stuff you know)

Continue on for tip #2:

GAME TIP #2: Press X for a Normal Attack, and O for a Heavy attack. You can
Chain attacks together for combos. Example: XXO - Pop-up attack

Only one door out of here is functioning. Head that way for tip #3:

GAME TIP #3: HULK SMASH BARREL! HULK FIND STUFF! (but seriously, sometimes
stuff is hidden in breakable things. Guess how you get to them?)

Keep going on, and Mystique and Sabretooth will be separated from you, and
you'll get to fight some generic enemies. Um, might I suggest X and O?
Continue On.

GAME TIP #4: When you get hit, your health goes down (well, DUH!). Press L1
to use a Health Pack.
GAME TIP #5: When you hold R2, press a button to use a Mutant Power. This
drains EP. Press R1 to use an Energy Pack to fill it back up.

In the next room, a cutscene shows a bunch of those generic soldiers coming
to get you. OH NO! NOT GENERIC SOLDIERS! But after them, you get your first
"Boss" fight against some Genetically-enhanced jackass. Ooh, you're genetically
enhanced. Mutants come that way, dumbass, so you're nothing new here! He should
drop you an item, as well.

GAME TIP #6: Use you mutant powers to solve Blue X puzzles (try using Magneto's
Levitation)

Use Levitation on the Blue X (hold R2, then hit the button for Levitation) to
get at the nifty Health and Energy Packs. Move along down the corridor for

GAME TIP #7: Use ranged attacks to blow stuff up safely

Use Cyclops' Optic Beam or Storm's Lightning Strike to hit the mines from a
distance, so they don't blow you up. There's two to deal with before the next
room. Open the door for

GAME TIP #8: The automap is your friend. Click R3 to cycle it's various forms

There's various destructibles in this room, so go at them for money,
Health Packs and Energy Packs. Open the next door for an ambush by some more
silly little generics. The next rom hold one of my favorite things from XML1:
destructible walls. What's more fun than getting to bust your way in to the
next room? Oh, and another of those Genetic-enhanced guys, too. Go through
either wall, they both lead to the same area. Though by going through the
door, you'll get blasted by guns which is

GAME TIP #9: If there's something in your way, there's probably a way around it

So, by going through the wall in the previous room, you get a few enemy kills,
along with a Genetic-Enhanced guy, and the back route to the guns, which you
can then blow up. The way to the next portion is just past the truck, out into
the snow.

------------------------------------------------------------------------------
Interlude 1: The Sanctuary (I1TS)
Welcome to your base of operations. Prof. X gives you the lowdown on what's
going on lately. You finally have objectives!

Objectives:
In the Blink of an Eye-
A Young Genoshan mutant named Blink is lost in the Dead Zone. Locate her and
ensure her safety.
Step 1: Talk to [Sabretooth] in the {Sanctuary}
Step 2: Rescue [Blink] in the {Dead Zone}

Into the Void-
A Horseman of Apocalypse named Abyss controls all of Genosha. Defeat him and
free the city.

Wandering around The Sanctuary, we find:

Xtraction Point:
Used to Save, Load, and travel the world.

The Trivia Game:
Anyone who used my XML1 guide knows I posted all the answers to the Trivia Game.
You won't be let down here.
Though, since the questions are broken up by act, I'll have a separate section
for them later in the guide. Just use this keyword (TTGA1) to find the answers.

Mission Computer:
Once you actually GET missions, you'll be able to check out briefings here.
I'll refer to it in the walkthrough as MC.

Danger Room Computer:
Again, anyone who used my XML1 guide knows I mapped out all the Danger Room
stuff, too, so check later in the guide (keyword: DRC) for info.

Beast:
The man with the items. He's got damn near everything you could want, from
extra Health and Energy Packs, to equipment for you, to Danger Room Discs,
and of course, the good old Grab Bag.

Review Computer:
The same as the Review screen at the Title screen. Lets you see everything
you've unlocked so far.

Hero Stash:
Anyone who's played Diablo 2 knows what this is. Store anything you want but
don't need this instant here.

Okay, now on with the game.

Head past Prof. X, up the little path, following the yellow ! on the map to
get to Sabretooth. Go through his conversation prompts, and you'll see a
small scene with Prof. X and the MC, then another with the team.

You can go back to the MC for a review of the missions. The only one
available now is "Locating Blink". Well, DUH, it's the only mission you've
started officially yet. It replays the cutscene you saw (in case you hit
Start or whatever to skip it, or just want to see it again). Use the
Xtraction Point to save, then proceed out the gate next to Sabretooth, and on
to the Dead Zone

------------------------------------------------------------------------------
The Dead Zone (A1TDZ)
Suggested characters: Iceman
Objectives:
 Current Objectives
In the Blink of an Eye
Step 2: Rescue [Blink] in the {Dead Zone}
 Gained Objectives:
Hacker's Delight-
A security code is required to enter Genosha. Search for the code in the
downed aircraft in the Dead Zone.
Step 1: Find a [Security Code Module] in the {Desolate Mesa}
Step 2: Find a [Security Code Module] in the {Barren Cliffs}
Step 3: Find a [Security Code Module] in the {Cerci Caverns}
Optional Objectives:
A Radar Array-
Locate and destroy the [Radar Array] in {Desolate Mesa}

You see some bug creatures dragging off someone in green. Those of you who
can read your objectives can guess it's Blink. Right next to your starting
point is

GAME TIP #10: Use mutant powers to extinguish fires

Iceman can accomplish this for you. A little further along is a bridge point
along with

GAME TIP #11: Use mutant powers to build bridges

Guess what? Iceman can do this too. There are a few others who can as well.
If an ability can build bridges, it's listed in it's abilities. You can build
a bridge here to get down to a few bugs. If you lack someone who can build
a bridge, there's a pathway down a little further. Between the bridge point
exit and the pathway down is a fire, extinguish it and break the crates for
some Techbits and Potions. Follow the path up, fighting the bugs as they
come, and off near the lower area is some burning wreckage with Tech Station
Striking (A1TS01). These Tech Stations give whoever uses them a permanent
bonus to the stat is says. So use them for whomever. This one's good for
+2 Strike. Head down the path next to the wreckage for a cutscene.

Looks like we have to face off against a special bug to save Blink.
Afterwards, talk to Blink, who's lying down on the job.

Go through her conversations, then she creates a portal to the next island.
This also activates the Blink Portal selection on the pause screen. You have
to wait 5 minutes each time after using it to use it again. Also, looks like
we've got a few more objectives to complete now. Along with an Xtraction
Point and

GAME TIP #12: Use Xtraction Points to save the game and change your team.

Head along the path, and it you're watching your Automap, you'll see the icon
for an exit on it, but no apparent exit. Well, as you walk along, it'll break
out under your feet, taking you to Cerci Cavern. Head there if you want, but
I'm going to continue on with more of the Dead Zone. Continue along, flying
over the entrance to Cerci Caverns if you need to. At the end of the level is
a flashing red thing. This is a Homing Beacon, needed to get Iron Man. There
are four needed in each Act, leaving three to be found (A1HB1), though there
are a total of six in Act 1, just in case . Head back to the Cerci Caverns
entrance.

------------------------------------------------------------------------------
Cerci Caverns (A1CC)
Suggested characters: Someone who can build bridges
Objectives:
 Current Objectives
Hacker's Delight-
A security code is required to enter Genosha. Search for the code in the
downed aircraft in the Dead Zone.
Step 1: Find a [Security Code Module] in the {Cerci Caverns}
Step 2: Find a [Security Code Module] in the {Barren Cliffs}
Step 3: Find a [Security Code Module] in the {Desolate Mesa}
Optional Objectives:
A Radar Array-
Locate and destroy the [Radar Array] in {Desolate Mesa}

Follow along the path, and a small cutscene pops up, about the bugs we've
been fighting. Keep along to the red X, and in the large cavern is

GAME TIP #13: Sometimes, you must HULK SMASH! walls to continue

You can use the Flight Recorder opposite the Game Tip for some Black Box
action. Head to the red X to grab the Security Codes. Now that the path's
blocked, HULK SMASH the little window-wall looking thing next to the Game
Tip to continue. Follow along the path, and in the middle of the path is
a Danger Room Disc for Setting 102-Throwing (DRC102). Pick it up, and move
along.

You'll eventually get to a wide-open cavern, with a fork in the middle. Off
the side fork is

GAME TIP #14: To fly, press Triangle twice. Once flying, press Triangle to
go up and Square to go down

So they tell you you can fly to the platform, or use the little blue X and
make a bridge. Head over and pick up the Beacon (A1HB2). Head back, and go
down the other fork. Follow along the path, and in another large open area
(this time not suspended over a bottomless pit) there is another Flight
Recorder. Outside this area are a few altered bugs, along with the entrance
to Barren Cliffs.

------------------------------------------------------------------------------
Barren Cliffs (A1BC)
Suggested characters: Someone who can build bridges
Objectives:
 Current Objectives
Hacker's Delight-
A security code is required to enter Genosha. Search for the code in the
downed aircraft in the Dead Zone.
Step 2: Find a [Security Code Module] in the {Barren Cliffs}
Step 3: Find a [Security Code Module] in the {Desolate Mesa}
Optional Objectives:
A Radar Array-
Locate and destroy the [Radar Array] in {Desolate Mesa}

From where you come out of Cerci Caverns, head out on the pathway and around
the wreckage so you're kind of going in a U. You'll see more bugs (and fight
some soldiers) and if you look closely, you'll see a little red spinning
thing in a bush near the edge. This is a Data Disc (A1DD1). Collect four of
these and you'll be able to carry more Health or Energy Packs.

Afterwards, head back to the curve of the U to go further. Cross the bridge
that's made of wreckage and boulders. Meet Grizzly, and his "robot buddies".
Dispose of the buddies, and head out after Grizzly. Just past him is more
wreckage. Turn at the wreckage and head along. You'll find a blue X spot to
make a bridge. Do so, then follow along for another blue X bridge. At the
top of this is a Weapon Cache (A1WC01). These nifty little boxes pop out
all sorts of stuff, from Health and Energy Packs to Techbits to items.
Collect what's coming to you, then head back to the wreckage that was
past Grizzly. You'll find a red X (on the map). Head to the X for the
Security Code Module. Keep going, and you'll find a long trench carved in
the ground. On one side is a Black Box Recorder, with a message from
Magneto. You'd expect him to say something about it if you're listening to
it with him in the party, though. Head along the side without the recorder,
and you'll spot another red X on the map.

Well, isn't that just nice of him? Go past the flaming bit, since we saw
in the cutscene they want us to go there. Hey, look! An Xtraction Point!

GAME TIP#15: Use Xtraction Points to go to any other Xtraction Point you've
been to by selecting Xtract from the Xtraction Point screen

Well, as of now there's nothing to do by Xtracting other than saving, so
move on. There's another Black Box near you, and past the covered tunnel
type thing, up in the wreckage, is the control box for the flaming bit,
along with another Black Box. Blow up the control box to stop the flame,
and on to Desolate Mesa.

------------------------------------------------------------------------------
Desolate Mesa (A1DM)
Objectives:
 Current Objectives
Hacker's Delight-
A security code is required to enter Genosha. Search for the code in the
downed aircraft in the Dead Zone.
Step 3: Find a [Security Code Module] in the {Desolate Mesa}
Optional Objectives:
A Radar Array-
Locate and destroy the [Radar Array] in {Desolate Mesa}

Well, just ahead of you is the Radar Array for the optional objective,
so blast it for some extra XP. Go past there for more wreckage-that-just-
happened-to-fall-where-a-bridge-is-needed. There's another Black Box next
to it. Go past the wreckage for a virtual plethora of collectibles:
a Tech Station-Focus (A1TS02), Comic Book (A1CB01), and Sketchbook (A1SB01).
Oh, and another Black Box. Head back up the wreckage.

Up in some more wreckage is another Black Box. Head around either side and
you'll meet back up with Grizzly. Looks like he's cornered, so go ahead
and whup on him. After he falls, pick up the Security Device. Afterward,
Prof. X will talk to you, telling you to come back. So, use a Blink portal
or go back to Barren Cliffs and use the Xtraction Point. Though, I'd suggest
the latter, so you can go to the Cerci Burrows, located next to the Point.
Tough if you do go back, you can have a chat with Angel, though you can do
that anytime after you get his prompt.

------------------------------------------------------------------------------
Cerci Burrows (A1CB)
Objectives:
 Gained Objectives:
Optional Objectives:
Defeat [Insect Drones] in the {Cerci Burrows}-
12 Insect Drones to defeat

Head along the pathway, and you'll start seeing red Xs. You'll see that
they are your optional objective (well, part of it). Go ahead and kill them
off, then head out the side of the cavern. Shortly after, you'll see your
next set of two Drones. Continue along the pathway, and in the next room
with Drones, there's a Tech Station Speed (A1TS03). Head out for another
pair of Drones, and a fork in the path. If you consider the room we just
came out of as South, head East. You'll get two more Drones, along with
a Sketchbook (A1SB02). Head back to the fork and go West (again, going off
of the earlier room with the hole in it as South). Keep going, and we'll
reach a room with some wreckage in it, as well as the last two Drones.
For killing them all, you get a Homing Beacon (A1HB3). At the end of this
large room is the entrance to the Larvae Chambers

------------------------------------------------------------------------------
Larvae Chambers (A1LC)
Objectives:
 Gained Objectives:
Optional Objectives:
Destroy [Egg Clusters] in the {Larvae Chambers}
4 Clusters to destroy

Head on through to the first big room. The Egg Clusters they want us to
destroy are the green ones, though it can't hurt blasting the yellow ones,
too. The first Egg Cluster is in this room. There's a long, winding pathway
leading to a fork. Follow the waterlogged branch of the fork to get to
the second Egg Cluster. Keep following the path around the big hole to
find Tech Station Health (A1TS04). Keep following the path around and
we get back to the other branch of the fork. Though we've already been
there, so go on down the other path. Bust out the door, and at the end of
this room is a Comic Book (A1CB02). Break out another door and head
through. Follow the path along, and you'll get to and Xtraction Point.
Go ahead and save, then continue on. The final Egg Cluster's out this
way, along with the entrance to the Queen's Lair.

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Queen's Lair (A1QL)
Suggested characters: Someone who can build bridges
Objectives:
 Gained Objectives:
Infiltration-
Step 1: Defeat [Zealot]
Step 2: Find the buried [Genosha Entrance] in the {Queen's Lair}
Optional Objectives:
Destroy the [Cerci Queens] in the {Queen's Lair}
3 Queens to destroy

Well, follow along for a talk with Angel. Then follow along for another chat,
this time with some Zealot Minions. They'll explain what's going on, and then
you'll stomp them into the ground. Head past them for a fork. If we figure
the room we came out of is South, head West. Blast the rubble to open the way
to a large room, with a Cerci Queen at one end. Kill her, and you'll see
the blue X spot for a bridge. Make one, and on the platform it goes to,
there's a Data Disc (A1DD2). Pick it up, then head back to the fork and head
East.

Go around the corner for a big room. Keep following the "southern" wall,
and on to a smaller room, containing Zealot and a bug. Have a chat with him.
You'll be left to fight a Cerci Queen. Dispatch her and pick up the Danger
Room Disc behind her, containing both Moves 103 - Triple Hit (DRC103) and
Moves 104 - Throw (DRC104). Now head back the way you came, plowing through
the Zealot Minions and blast the rubble behind them to go through, back to
the large room you were just in. Head out the top of this room, and break
down another door, as well as the last Cerci Queen and another appearance
by Zealot.

Kill the Queen, and proceed to the next room, with an Xtraction Point. I'd
suggest saving, as there's a boss fight nearby. Guess who: Zealot! After
you've stomped him to the ground, keep going down the open area through
another doorway, and your next objective is complete. Go ahead and use
the Old Console, opening the way to the Genosha Seawall. Also, this gives
you another prompt for a mission briefing, so feel free to head back to
base for that.

------------------------------------------------------------------------------
Genosha Seawall (A1GS)
Suggested characters: At least one Brotherhood character (Magneto,
Juggernaut, Toad), a flyer, and someone with Might level 2.
Objectives:
 Gained Objectives:
Jailbreak-
Step 1: Disable the [Dirigible Moorings] in the {Genosha Seawall}, 8 total
Step 2: Help [Mutant Prisoners] escape in the {Southern Habitats}, 11 total
Step 3: Help [Mutant Prisoners] escape in the {Northern Plaza}, 6 total
Under Pressure-
Step 1: Defuse all Bombs on the [Genosha Seawall] by destroying the
{Detonators}, 2 total
 Optional Objectives:
Help Blob repair the cracked [Genosha Seawall] before all of Genosha
is flooded

Okay, head through the door ahead of you to get some objectives. Straight
ahead of you are two Moorings. Bust them up, and there's only six left.
If you look at your map, you'll see all six right there. I suggest a
clockwise path around the place. After you bust all eight Moorings,
Varese (the guy who gave you the job) tells you he's set to go. So we are,
too. Head up out the other side's steps.
From where you enter, head counterclockwise (most likely to the right)
and fight through some soldiers and demons to get to a Security Console.
Bust out your Brotherhood mutant to open the door for a Homing Beacon
(A1HB4), and a bonus Blink portal when you go back. You might want to
hold off, though, since the enemies there will beat you silly. Anyways,
it's not really necessary to go there until you have four of them opened,
since only then can you get all the Iron Man Armor parts and then
collect Iron Man. But I'm getting ahead of myself. Head back out, and
continue exploring. If you keep going counterclockwise down the hall, and
in the second door on your left, then through the room, you'll wind up in
a room kind of shaped like a plus sign. In the room off the far end of the
room (from where we came in) is a Tech Station Energy (A1TS05).

Off of another point of the plus sign room is a room with Blob in it.
He gives you another Objective, so feel free to help out. It's not like
you're doing anything else, and plus, the Objective points are in the
room you're in now! Well, they're up top of the room you're in now.
Use a flyer to get up there, then beat on the detonators. Once this is
done, an Optional Objective pops up.

To accomplish this, use your Might character and go to the big thing in
front of Blob, and press square. Now, you get to fight alongside Blob
against some soldiers and demons. Now, consider the wall that was behind
Blob as north. Head out the west exit, and follow the hallway to the
south. Go out the west door, and the exit to the Southern Habitats (and
lose a few tons while you're at it).

------------------------------------------------------------------------------
Southern Habitats (A1SH)
Suggested characters: Magneto/Jean Grey
Objectives:
 Current Objectives:
Jailbreak-
Step 2: Help [Mutant Prisoners] escape in the {Southern Habitats}, 11 total
Step 3: Help [Mutant Prisoners] escape in the {Northern Plaza}, 6 total

Well, first things first is to whomp on Lady Deathstrike. Go figure.
Once you're done there, continue past to get to an Xtraction Point and
the entrance to the Northern Plaza. Don't go there yet, as we have
unfinished business here.

Considering the Northern Plaza entrance as north and the Genosha Seawall
entrance as south, I'm starting off by going west. Beat on the soldiers
and hounds, then head through the (off the previous directions) north
door. Go down either side of the corridor to get to a very large room,
with a recessed area. Two Prisoners are down there, but it's kind of
hostile right now. Kill off all the enemies around, then head up along
the paths above the Prisoners. Bust out the glass to get to a small
area with two consoles, and some soldiers. Kill the consoles, then use
the soldiers.... Wait, reverse that: kill the SOLDIERS, then use the
CONSOLES. Head back in to the recessed room, and talk to the two, now
freed, Prisoners.

Head back to the room just off the big room you fought Lady Deathstrike.
Open the door here, and head through. Head along either side, then out
to the next room. Talk to the Prisoner here, Caleb-Bann. He opens up
a door for you (I believe the XP I found here are replaced by a Homing
Beacon if you've not collected 4 by this point; can someone confirm
this?). Follow along this area that's not on the map, to another door.
There's a few energy doors here, along with a center room with a
Console. Um, push the button, maybe?

This opens up the energy doors for three more prisoners. Now head back
out, across the room you fought Lady Deathstrike, to another room, setup
like the one we just came from. Now, you can't get to the control boxes
here, so bust out Magneto or Jean Grey and use Levitation or Telekinesis
to operate both of them. Both of them lead to essentially the same thing
(three prisoners, a control box, and some soldiers and hounds) but the
one (again, going by the Northern Plaza entrance as north and the
Genosha Seawall entrance as south) to the north has a Comic Book
(A1CB03) in the room farthest to the east. Rescue all the Prisoners
in each area, and your eleven Prisoner goal is accomplished. Now you
can head back to the Northern Plaza entrance and head through, though
you might want to save the game at the Xtraction Point.

------------------------------------------------------------------------------
Northern Plaza (A1NP)
Objectives:
 Current Objectives:
Jailbreak-
Step 3: Help [Mutant Prisoners] escape in the {Northern Plaza}, 6 total
 Gained Objectives:
Jailbreak-
Step 4: Speak with [Blink] in the {Sanctuary}

Head on down to the lower floor, wiping it with the hounds. Under one of
the staircases is a Data Disc (A1DD3). Okay, all the directions I'll give
here are based off of the Southern Habitats entrance as being south. Head
up the northwestern stairs. Head off to the west, and at the end of the
corridor is a room containing two Prisoners. Break down their cell walls
and free them. Head back towards the Southern Habitats entrance and go up
the northeast stairs. You'll find the setup here to be much like the one
you just came from, so do the same, just mirrored.
Head back out towards the Southern Habitats entrance, but stay on the
top level. Over in the western-most door, there's a Prisoner, along
with a Danger Room Disc (DRC100). There's also a console here to listen
to Mr. Sinister's lab notes. In the second eastern-most corridor (one
that's still heading straight north) is the sixth Prisoner. This updates
your Objectives.
Head back out and go in the farthest east corridor (the diagonal one).
Hey, it's Mr. Sinister! Where you goin'? Damn. At least he left behind
some XP (or a Homing Beacon, if you STILL haven't collected four by now).
Be nice and bust out the two mutants that are trapped by Sinister's
machinery (the two things that kind of look like what Mr. Sinister left
by). Now head back out and head up the center straight corridor (the only
one we haven't gone down yet). Down the hall here are some hounds, and
the entrance to the Grand Hall. Feel free to head back and talk with
anybody and everybody back at base, though, since talking to Blink IS
one of your Objectives.

------------------------------------------------------------------------------
Grand Hall (A1GH)
Objectives:
 Gained Objectives:
Optional Objectives:
Save Pyro-
Save [Pyro] from the torture device in the {Grand Hall}

Look at that! Right off the bat here is

GAME TIP #16: Stronger characters can throw people by pressing square
and using the left analog stick to direct the throw

'Kay, let's see: three doors, one with two red Xs behind it, one with
a console next to it, and one open.... Let's go with the rex X door.
It's Pyro! And he wants your help. Um, let's try destroying the things
marked with red Xs (the generator-looking things). One door down, two
to go. Let's go with the one that's already open (yes, I realize that
helping Pyro opened the other one by the console, but that comes
later...). Hey, isn't that just nifty! A Tech Station Body (A1TS06).
Give it to someone who can use it. Okay, NOW let's go through the door
the soldiers were kind enough to break down for us.

There's a whole lot of action goin' on here, so be sure not to get lost.
On the other side of the first collapsed pillar is a Data Disc (A1DD4).
That makes a set, so you'll be able to hold more Energy Packs. On the
last balcony on the west side (if the entrance to this room is south) is
a Sketch Book (A1SB03). Just past the last balcony on the east side is
a collapsed pillar. Between it and the east wall is another Weapon Cache
(A1WC02). Head down to the end of the room, and there's an Xtraction
Point. Save, then use the console next to the big door and wait for it
to go down, then head to the Genosha Council.

------------------------------------------------------------------------------
Genosha Council (A1GC)
Objectives:
 Gained Objectives:
Into the Void-
Step 1: Defeat [Abyss]
Step 2: Speak with [Professor X] in the {Sanctuary}

Well, Pyro's left you, and if the loading screen's any idea as to what's
coming up, there's a good reason for him to leave. If you forgot to use
the Xtraction Point in the Northern Plaza, they have this purple one
here for your use. But oh, guess what? It only lets you change your team.
Well, head on through the big door.

Well, looks like the load screen was right. Big ole boss fight, versus
Abyss. I'm a cheater, so I took him down with no problems. You, on the
other hand, may not be a cheater, so you might need some help. As of
version 1 of this walkthrough, no help here. Go check the boards or
something. If people want to send in their strategies for boss fights,
feel free, and they'll be added in in the next version.

After you whomp on Abyss, he runs away. PANSY! Chase after him, then hop
on the blimp. Now, you have to blast the blimp out of the sky. To
accomplish this, you have to throw bombs at it. Kindly enough, Abyss
tosses them at you. Just be sure to get out of the way when he does so,
head over to the bomb, pick it up, and toss it at his blimp. After
blasting his blimp out of the sky, he hops over to yours. Continue
Abyss' beatdown. Now, he sucks you in to his chest's dimension.

Kill off the critters, then arm the two bombs on the level you're
currently on. Use the little tornado-looking thing to go to the
other level, and arm the two bombs there. Congratulations. You've just
survived your first full boss battle. Grizzly and Lady Deathstrike were
just sub-bosses. Oh well, on to the Sanctuary!

------------------------------------------------------------------------------
Interlude 2: The Sanctuary (I2TS)
Objectives:
 Current Objectives:
Into the Void-
Step 2: Speak with [Professor X] in the {Sanctuary}

Well, while we're here, even if you're not high enough level to take on
the enemies yet, let's go to the Secret Bonus Area opened by collecting
four Homing Beacons. Once that's done, talk to Prof. X. 

------------------------------------------------------------------------------
Secret Bonus Area (A1SBA)
Objectives:
none

There's only a few things to do here: use the three Consoles, then pick
up Ironman's Gauntlets. However, there are a few enemies standing in
your way. There's one pair of enemies in front of each Console. There's
also one big-ass Titan that pops out once you've used all three Consoles.
If you can deal with all that, go ahead and pick up the Gauntlets. Now
head back to the Sanctuary.

------------------------------------------------------------------------------
------------------------------------------------------------------------------
Act 2: (A2)
Hidden Stuff: 4 Comic Books, 6 Concept Art in 2 Sketch Books,
              4 Homing Beacons, 4 Data Discs, 6 Tech Stations,
              1 Iron Man Armor, 5 Weapon Caches, 5 Danger Room Discs

------------------------------------------------------------------------------
Interlude 3: Avalon (I3A)
Objectives:
 Gained Objectives:
Certain Destiny-
Destiny, a mutant with the power to foretell the future, is missing.
Mystique may have information on her whereabouts.
Step 1: Talk to [Pyro]
Step 2: Find [Mystique] in the {Jungle Canal}

Well, new environment, same setup. Only now it's Forge instead of Beast
(for obvious reasons). Also, the Trivia Game is now opened up for Act 2
(TTGA2). If you have on other business (Danger Room, buying/selling
items, etc.) head on down and talk to Pyro (he's in the little area just
off the main circular part). Now head on out.

------------------------------------------------------------------------------
Jungle Canal (A2JC)
Suggested characters: Someone with Flight
Objectives:
 Current Objectives:
Certain Destiny-
Step 2: Find [Mystique] in the {Jungle Canal}
 Gained Objectives: 
Certain Destiny-
Step 3: Defeat [Garokk]
Step 4: Rescue [Destiny] in the {Jungle Canal}
Step 5: Talk to [Mystique] in {Avalon}

Look at that, another one!

GAME TIP #17: Use R2 and the directional pad to cycle through your skills.
Keep pressing the same direction to change the skill assigned to the button
in the same spot (Up=Triangle, Right=O, Left=Square, Down=X)

Head on up further. Well, that's one step down. Onward! Soon, we come to
a circular area around a tree. Head around the tree for a Danger Room Disc
(DRC2CC). Follow along the path, and if you watch your map, you'll see an
exit icon there, but no exit. Walk over towards it, and the ground will
break, opening the way to the Cave.

Just waltz along the way, fighting the bugs that come at you, and you'll
find a Data Disc (A2DD1). Break the rocks down that are nearby the
Data Disc to open the exit from the Cave. Now, go over to the OTHER Cave
entrance.

Soon after entering, you'll come to a fork. Head down the part that doesn't
have an exit icon to find a Homing Beacon (A2HB1) (this Act's ones are
yellow, though this one looks green to me). Head down the other fork to
exit the Cave.

Team, meet Garokk. Garokk, meet team. Team, kill Garokk. Head on back
using the Teleport Pad to take you back to the entrance of the Jungle
Canal, then back to Avalon.

------------------------------------------------------------------------------
Interlude 4: Avalon (I4A)
Objectives:
 Current Objectives:
Certain Destiny-
Step 5: Talk to [Mystique] in {Avalon}
 Gained Objectives:
The New Ice Age-
Stop Apocalypse's forces before they destroy the alien Atmospheric
Generators and turn the Savage Land into an Antarctic Wasteland.
Step 1: Protect the [Atmospheric Generators] in the {Jungle Ruins}

In Avalon, there's a whole lot more people to talk to: Angel, Mystique,
Destiny and Garokk, even. Talk to the lot of them, though Mystique
will finish an Objective for you, and Angel will give you a new one.

Now a half-naked due is standing near the other exit of Avalon: Ka-Zar.
Head on out through the exit past him into the Jungle Ruins.

------------------------------------------------------------------------------
Jungle Ruins (A2JR)
Objectives:
 Current Objectives:
The New Ice Age-
Step 1: Protect the [Atmospheric Generators] in the {Jungle Ruins}
 Gained Objectives:
No Way In - No Way Out-
Hidden deep within the Savage Land is an ancient Nuwali Monument. Beast
may be located here. Find this ancient structure before all is lost.
Step 1: Locate the Hidden Entrance to the Ancient Monument in the Jungle.

Now why the game won't let you beat on the soldiers WHILE they're beating
on the Generator, I don't know. But, that leaves us with two to protect.
Head on down the path, and as it starts to curve, there's both a Weapon
Cache (A2WC03) and another Homing Beacon (A2HB2).

Head on up the path, and you'll see the next Generator, along with a
Comic Book (A2CB04). You'll need to protect the Generator from the
enemies that spawn nearby for a little while, then you get a message from
Angel about the next Generator. Head on down the path once again.
You'll find the next Generator here, along with a Tech Station Health
(A2TS07). Angel will call again, saying they're attacking the other
Generator again, so rush back and whup ass. Oh, and don't worry
about using wide-range damage skills, they don't hurt anything
you're supposed to protect.

You're left with Petrovitch, along with some dialog choices. Clean
up afterwards, picking up anything that might have been dropped,
save back at the Xtraction Point, and proceed on to the Jungle Pass.

------------------------------------------------------------------------------
Jungle Pass (A2JP)
Objectives:
 Current Objectives:
No Way In - No Way Out-
Step 1: Locate the Hidden Entrance to the Ancient Monument in the Jungle.
 Gained Objectives:
No Way In - No Way Out-
Step 2: Defeat [Sauron] to gain entrance into the Monument

Follow the path along, and you'll come to a fork. Head down the
right-hand side path, and you'll come to two Cave entrances. Head in
the left-hand Cave, and along the path, you'll find a Homing Beacon
(A2HB3). Continue along the path for the Cave exit. Head left out of
the exit (while the exit's to your back) and you'll come to some ruins.
Near the top of the ruins (i.e. not heading along the path) is a Comic
Book (A2CB05). If you keep following the path, along the ruins, you'll
get back to the original fork. So, go back past the Cave entrance and
hop over the fallen log. This leads to the other Cave's exit, where
some soldiers were planning an ambush. Emphasis on WERE. (Should you
have come out this way instead of going through the left-hand Cave,
the soldiers would have sprung a fence around you; just break the
Generators nearby and blast the soldiers; you can also Levitate or
Telekinesis a soldier into the fence to break it).

Now that the whole branching path thing is over with (for now), head on
down the unexplored path, and another Cave is visible. Head on in.

Here are some laser tripwires. Try using a long range ability to blast
the bits with the blue Xs over them. You'll eventually get to a Weapon
Cache (A2WC04). Head on out the other Cave exit. Here, you'll find a
Tech Station Speed (A3TS08). Head back through the Cave and to the
Jungle Pass.

Keep following the path along the direction you were heading before you
got sidetracked (um, the bit of the map that you haven't got yet).
Another Xtraction Point, and another Cave. Save at one, then head in
the other.

Shortly along the path, after dealing with some soldiers, is a Sketch
Book (A2SB04). Keep heading down, and there's a Cave exit.

Now is it me, or does Sauron sound like the Crypt Keeper from Tales from
the Crypt? Whether he does or doesn't, whomp on him. After doing so,
head up to the big door, and enter the Nuwali Shrine.

------------------------------------------------------------------------------
Nuwali Shrine (A2NS)
Suggested Characters: someone with Might
Objectives:
 Current Objectives:
No Way In - No Way Out-
Step 2: Defeat [Sauron] to gain entrance into the Monument
 Gained Objectives:
Beyond the Threshold-
Gain entrance to the Beyonder's Council by unlocking the ancient gateway
that protects it.
Step 1: Locate a [Mystic Stone] in the {Nuwali Shrine}
Step 2: Locate a [Mystic Stone] in the {Nuwali Corridors}
Step 3: Place the Mystic Stones in the Ancient Doorway Statues of the
[Nuwali Gateway], 2 total

Well, there's three ways you can head out from this first room. All the
directions I'll give are that the entrance of the first room is south.
Head through the east door. Follow the path around and you'll get to a
small room with two statues you can push. Bust out your Might character
and push both of them; a third becomes available for pushing, so do that,
too. And the way is opened to.... A Tech Station Body (A2TS09). Once you
use the Tech Station, the door nearby opens, so head through. Head down
through the southern door and there's a Homing Beacon down towards the
southeast corner (A2HB4). Follow the path around, and you'll come to a
red X on the map, along with an arrow. Step on the panel the arrow's
pointing on. From here, you can head out on the little balcony thing
and drop down in the water, head out and pick up the Mystic Stone from
the raised stone area. Oh, but wait, you sense a trap. Head through the
southern door, and out through the door to the west (not the western
door from the entrance room, but the western door from the room just
off the "water room"). Down at the far end of this room is a Danger
Room Disc (DRC203). Head through the northern door, and through the
rooms. Head over to the red X/red arrow and step on the plate. The
Mystic Stone is now safe for the taking, so do so from the "water room".
Head back through to the entrance room, and head through the west door.
There's some breakable bits just past the door; break them to find a
Comic Book (A2CB06). The exit here goes to the Nuwali Corridors.

------------------------------------------------------------------------------
Nuwali Corridors (A2NC)
Suggested character: someone with both Flight and Might. Rogue is the most
likely, as the only other character with both is Iron Man, and on your first
play through, you won't have him. Then again, you can use Jean Grey or
Magneto, as long as their Telekinesis/Levitation can act as Might level 2.
Objectives:
 Current Objectives:
Beyond the Threshold-
Step 2: Locate a [Mystic Stone] in the {Nuwali Corridors}
Step 3: Place the Mystic Stones in the Ancient Doorway Statues of the
[Nuwali Gateway], 2 total
 Gained Objectives:
Tomb Raiders-
Discover where the Vibranium is concealed within the Nuwali temple
and return it to Ka-Zar before it can be used by the army of Apocalypse
Step 1: Locate the Vibranium Idol

Well, look at this! A Tech Station Energy (A2TS10) and Xtraction Point,
all at the start! Someone must love us. Well, let's try heading down
a passageway that DOESN'T start off going to something Nuwali (that
would be to the south, since we came west into this room...). Well,
this is a big ole room. Head up to the Mystic Stone, but you sense
another trap (yay common sense!).

So there's three exits out of this room. Head out to the east. Once
you get to the end room (with the red X/arrow) there's a Comic Book
(A2CB07). As you head in to touch the switch, many Guardians come out
to try and make you into a sacrifice. Flip the tables on them. As you
head out, look on your map. There's a room with seemingly no entrance
(well, you can kind of look on the screen, too). Break down the wall
for a room with a Weapon Cache (A2WC05), along with another breakable
wall, this time with a Data Disc (A2DD2) behind it.

Head back to the room with the Mystic Stone in it, and head through the
western door. Uh oh, can't get across? Well, you could if you listened
to me and brought along Rogue. Fly on down the corridor, avoiding the
obstacles, and pick up the Sketch Book (A2SB05). Push the block out of
the way, and trigger the Guardian Switch. No Guardians pop out, this
time.

Head back to the Mystic Stone, and pick it up (finally). Head out
through the doorway to the south, and see the entrance for the Elemental
Tomb. You're not going that way, yet (owned!). Head back to the room
with the Xtraction Point, and out through the western doorway to the
Nuwali Gateway. Yes, I know there was an entrance to the Nuwali Gateway
from the Nuwali Shrine, but for what you need to accomplish there, you
needed the Mystic Stone from here, first. Hey, if you don't like my
guide, try making your own, dammit.

------------------------------------------------------------------------------
Nuwali Gateway (A2NG)
Suggested character: someone with Might, someone with Flight (for ease
in some areas)
Objectives:
 Current Objectives:
Beyond the Threshold-
Step 3: Place the Mystic Stones in the Ancient Doorway Statues of the
[Nuwali Gateway], 2 total
Tomb Raiders-
Step 9: Locate the Vibranium Idol
 Gained Objectives:

Wow, right from the start, you're attacked. Try to stay in one area,
since you'll have enemies coming from down the corridor and through
the doorway that's just ahead of you when you enter. Head down the
corridor, and you'll reach a room with little pathways of water.
Try to stay on those little pathways, as stepping off near the big
statues will get you a blast of fire. Follow along to the end room,
where there are three exits (two doors and one breakable wall).

Behind the breakable wall, there's a maze that pops up (though all
the walls are easily destructible), with some XP (would be a Homing
Beacon, if you haven't collected 4 by now). Head back, and through
the door that's across from the wall you just broke through to get
to this maze room.

Have someone fly over to your left as you enter (past the two columns
is a safe area to land) and there's a spot for a bridge to be built,
so do so. Also nearby to the bridge area is a door you can head through
to get to a spot that's not on the map. Inside is a Data Disc (A2DD3).
This is a big ass room and it's quite good to have a flyer here, as they
can just head around the borders. If you keep along the wall the "hidden
room" was on, it will lead to where you would've come in if you'd came
straight from the Nuwali Shrine. Keep heading around the edges and you'll
get to another "landing area". If you break through the walls here (also
through the walls on your right for a Danger Room Disc (DRC204)) you'll
get back to the doorway that was across from you when you entered. So,
let's head back to the big ass room and fly back to where we came in from.

Just follow the pathway, making bridges as you go. The first bridge leads
to a box with some Tech Bits on it, along with two Health and Energy
Potions. The second bridge just leads back to the area we've already
covered, while the third bridge leads to more Tech Bits. There's only
one unexplored area left on the map, and that's the other door off of
the watery path area, so head back there (move around in the big room
until you get to either of the paths heading out that don't go direct
to the Nuwali Gateway, and follow the semi-straightforward path back
to that crossroads room at the end of the watery path area).

Head through the doors, and be assaulted by some enhanced soldiers.
Head through, and there's a large room, with more enhanced soldiers,
and an Xtraction Point in the middle. There's some weird-looking
statues making funny noises, and at the end, the two spots for the
Mystic Statues. Go ahead and place them. The door opens ahead of you,
and Shanna and Prof. X have a chat with you. BTW, if you saw those
green arrows over the switched, it is safe to pull them. They open
portals that both head to the area the XP/Homing Beacon was, in the
room the maze popped out of. It's also not really necessary to head
back, as nothing relevant has popped up, except that Ka-Zar will give
you the Mission Briefing for the Anti-Metal mission. So head on through
the big ole doors to the Beyonder's Sanctum.

------------------------------------------------------------------------------
Beyonder's Sanctum (A2BS)
Suggested character: Iceman
Objectives:
 Current Objectives:
Tomb Raiders-
Step 9: Locate the Vibranium Idol
 Gained Objectives:
The Beast Within-
Rescue Beast before Mikhail's order of execution can be carried out.

Well, it would appear the Omega Red will be here, somewhere. Though that's
just a guess, given that HE'S ON THE DAMN LOADING SCREEN. Anyways, follow
along until you're through a door. There's a Danger Room Disc (DRC200)
along one wall, just past some weird blue spinning thing and a blue
electronic thing. Can't bust the spinny thing, can bust the electronics.
Follow along, and there's stairs leading down to a room with lots of
spinny things and electronics. Wedged between one of the far staircases
and the wall is a Data Disc (A2DD4). Now you can hold two extra Health
Packs! Yay!

There's three exits out of the room; two lead the same way (around to a
pillar, douse the flame by the pillar and it reveals Tech Station Focus
(A2TS11)). Once you do that, head up on the platform with the
Xtraction Point and out that door. You might want to save at the
Xtraction Point first. Follow the corridor along, and there's the cause
for the loading screen: Omega Red. Whomp him down, and a portal opens
up. Don't head through yet, since there's more to see here. Diagonally
across from the entrance to the room is a Weapon Cache (A2WC06). NOW
head through the portal thing that opened to Mikhail's Warship.

But wait, that will finish off the Act, without all the Objectives! We
can't have that, now can we? Head back to the Nuwali Corridors and to
the Elemental Tomb.

------------------------------------------------------------------------------
Elemental Tomb (A2ET)
Suggested character: Sunfire (with Ionize as high as you can get it)
or Iceman, a Bridge builder or someone with Flight, someone with Flight
Objectives:
 Current Objectives:
Tomb Raiders-
Step 9: Locate the Vibranium Idol
The Beast Within-
 Gained Objectives:
Tomb Raiders-
Step 1: Locate the Fire Skull
Step 2: Locate the Water Skull
Step 3: Locate the Earth Skull
Step 4: Locate the Air Skull
Step 5: Return the Fire Skull
Step 6: Return the Water Skull
Step 7: Return the Earth Skull
Step 8: Return the Air Skull
Step 10: Return to [Ka-Zar] in {Avalon}

Hokay, head on up the corridor, and out through the doorway ahead of
you. There's a red X, that must be important. Turns out it is, and
somehow Ka-Zar can decipher the tablet without being there. Well,
on with the new Objectives. Head back to the room you just came out of
(the one with three exits) and head out through the side with the
collapsed pillar resting on it.

Make a left as soon as you enter the larger room with the lava in it.
Follow the wall down for some XP (that would be a Homing Beacon if you
STILL hadn't picked four up by now). Now, head back to the bridge.
Whip out Sunfire here, as the Skull is surrounded by fire. If Sunfire
has Ionize up high, it will deal much less damage, and if it's maxed,
he'll take none at all. Or, you can use Iceman to freeze the fire
(putting it out) so that the whole team can walk out on it. Pick up
the Fire Skull, and head down the other bridge (or at least out the
door near the other bridge).

Follow the path into the next room. Head around either side; both ways
lead to a spot you can make a bridge from. Pick up the Water Skull,
activate the Xtraction Point nearby, and pick up the Danger Room Disc
(DRC2CG) and head out the door nearby.

Go through the next door, and downstairs for a Tech Station Striking
(A2TS12). Head back up, and through the next door. Follow the hallway
around to the Earth room. Nothing special here, just bust down the rocks
surrounding the Earth Skull and pick it up. Head through the next door
and down the hallway.

Wander around the Air room, and you'll find a Weapon Cache (A2WC07),
along with the fact that you'll have to fly to get the Skull here. Once
you pick that up, head back to the center room (the one with the tablet
Ka-Zar deciphered for you).

Place the skulls on their respective platforms (you should be able to
find them, they're under big red arrows). You'll notice that as you place
the Skulls, there's a little platform that rises skull by skull. The
Idol pops up here once you place all four Skulls. Like the Objective
says, head back and chat with Ka-Zar in Avalon, then head back to the
Beyonder's Sanctum and through the portal past where you fought Omega
Red, and on to Mikhail's Warship.

------------------------------------------------------------------------------
Mikhail's Warship (A2MW)
Suggested character: Colossus (family reunion!)
Objectives:
 Current Objectives:
none
 Gained Objectives:
The Beast Within-
Step 1: Defeat [Mikhail]
Step 2: Free [Beast] from Mikhail's trap
Step 3: Talk to [Professor X] in {Avalon}

Well, this is certainly a change of scenery, huh? Shortly after arriving,
Mikhail's Bodyguards start a fight. Wipe the floor with them, then use
the Door Controls, and head on. There's another of those purple Xtraction
Points, so if you have any last minute changes to your team to make, do
so now.

Beat on all on Mikhail's clones. This then sends you to a large room,
with some very strange enemies. They turn into Control Panels when
defeated. You need to defeat them on the circular bits, once for each
bit. Each time you do this, a laser erupts from Mikhail and circles the
room. After getting all four, beat on Mikhail some more.

WTF? The boss is beaten, but there is more? There's a door across from the
entrance to this room (well, actually diagonally across) that opens after
Mikhail is beaten. Head through it.

The Console isn't functioning, so bust it up. Afterwards, talk to Beast
for Blink to open a portal back to Avalon (that saves some time...).
Head through, and chat with Prof. X to move on to the next Act.

------------------------------------------------------------------------------
Secret Bonus Area (A2SBA)
Objectives:
none

Just head down the corridor, dealing with the enemies as they come. At
the end, bust the last few enemies down, and out pops Ironman's Chest
Plate. Pick it up, and head back to Avalon.

------------------------------------------------------------------------------
------------------------------------------------------------------------------
Act 3: (A3)
Hidden Stuff: 4 Comic Books, 9 Concept Art in 3 Sketch Books,
              4 Homing Beacons, 4 Data Discs, 6 Tech Stations,
              1 Iron Man Armor, 10 Weapon Caches, 7 Danger Room Discs

------------------------------------------------------------------------------
Interlude 5: Weapon X Facility (I5WXF)
Objectives:
 New Objectives:
Rotten to the Core-
The nuclear power plant known as "The Core" is Apocalypse's primary
source of power. Destroy it and his forces will be starving for energy.
Step 1: Talk to [Angel]
Step 2: Take X-Jet to the Core
Infinite Possibilities-
Shut down the Infinite Factory and stop the endless supply of clones
it generates for Apocalypse's army
Step 1: Talk to [Heather Hudson] in the {Weapon X Facility}
Step 2: Take X-Jet to the Infinite Factory

Once again, same stuff, new surroundings. Forge is up on the second
floor with some new inventory, along with Angel, who has the Trivia Game
(TTGA3) (on the same side); across from them are Heather's room and the
room with the Danger Room Computer and Review Computer. Down on the
ground floor are Wolverine, Prof. X, the Hero Stash, and the Mission
Computer. Chat with Heather and Angel. Oh, and do check out the new
alternate costumes for everyone. Everyone has at least one alternate,
now. Even the unlockable characters. I especially like running around
with Age of Apocalypse Sunfire (the one that all on fire). He's cool
(Hah! that was a funny!).

Well, there's not a whole lot left you can do, so head on out with
the X-Jet (parked out through the door next to the Xtraction Point).
And who do we see next to the X-Jet but Havok! Hey Havok, what's goin'
on? He's our pilot for these missions, so hop on in the X-Jet and
head off to the Core.

------------------------------------------------------------------------------
Core Interior (A3CI)
Suggested characters: Iceman (for fires), a character with Might and Flight
Objectives:
 Current Objectives:
Rotten to the Core-
Step 2: Take X-Jet to the Core
Step 3: Attach [Forge's Transmitter] into a core console in the
{Core Interior}
Step 4: Lower [Core Shields] using Shield Controls in {Core Security}
Infinite Possibilities-
Step 2: Take X-Jet to the Infinite Factory

Well, were' halfway to our objective already! We're in the Core Interior,
so all we have to do is find the console thing. With the Recall beacon
(where we came in) being south, head west. There's a blue Homing Beacon
(A3HB1) here, along with some enemies. Go back to the room you just came
from and head east. Around the east side of the room is:

GAME TIP #18: (thought you'd seen the last of these, huh?) There are
some enemies with invulnerable shields, breakable with a special combo.
The combo needed is listed under their name. For example: Popup Shield
would require the Popup Combo of X+X+O

Around the northwest corner of this room is a Data Disc (A3DD1). Keep
following the path around and you'll eventually reach a Security Panel.
Use it, and Forge lets you know how he's doing, opening up the doors
ahead of you. Head on through. Turn to the south as you enter the next
corridor, and the room here has a Danger Room Disc in it (DRC2CI).
Head back up the corridor, and in the first door you pass (that you
haven't already been in). Up in the top corner of the room here is
a situation you've dealt with before: you need a character with both
Might and Flight. And if you're playing for the first time, you
probably only have one character who can do this: Rogue. Have her fly
over to the wall above the blue ring thing, hammer on the wall, and it
opens to a Tech Station Speed (A3TS13). Once the wall's busted, any
flier/teleporter can get there, so Rogue's not the only person who can
use it.

Head through the other door here, and back out in the corridor, just
past the forcefield. Use the panel to disable the forcefield, and head
on down the corridor once more. In this room, there are bastardly
enemies: enhanced undercloaks. They can disappear on you, and when they
do, they can't be physically attacked. So bust out your wide range
energy skills (Iceman's Arctic Burst works wonders, since it slows them,
too) and go to town. If it doesn't happen while you're fighting the
undercloaks, you'll need to break down the center wall to get into the
next room. Out through the next door, look down the short end of the
hallway, and behind the breakables is a Weapon Cache (A3WC08). Head
through the door at the end to go to Core Security.

------------------------------------------------------------------------------
Core Security (A3CS)
Objectives:
 Current Objectives:
Rotten to the Core-
Step 4: Lower [Core Shields] using Shield Controls in {Core Security}
Step 5: Shut down [Security Gate] in {Core Security}
Step 6: Lower [Control Rods] in the Yellow Sector of the {Core Reactor},
2 total
Step 7: Lower [Control Rods] in the Blue Sector of the {Core Reactor},
2 total
Infinite Possibilities-
Step 2: Take X-Jet to the Infinite Factory

This first room is BIG. With the Core Interior door as south, head east
down the corridor. The first door on the left holds a bathroom along with
and Xtraction Point. The next door down holds another bathroom. The next
door down hold some enemies (as if the previous two had none), though if
you head through the door at the top of this room, there's a storage area
with a Danger Room Disc (DRC303), along with lots of breakables for lots
of Techbits and Potions. Head through the other door in the previous
room, as you won't be able to break through the big doors just south
of this room with the multiple exits. Break through the southern wall
of this office-type area, and head further along the corridor.

The Core Security console is just downstairs, but it's non-responsive,
so blast it, along with all the surrounding bits. Hey, that worked!
Head back to the Core Interior entrance, and down the other part of the
corridor. Head through either if the first two doors (as the wall
between is destructible) and break the far wall of the second room.
Inside is a Weapon Cache (A3WC09). Head back to to the corridor, and
in the next door. Okay, granted, the next door has nothing special,
just some more enemies and breakables.

So on to the next door. There's a big door at the end, along with a
control panel. Gee, does one control the other? Let's find out....
Looks like it! Bust up the enemies, then use the Reactor Security
Control. Damn, it doesn't work. Well, do what we always do when
something doesn't work right away: HULK SMASH! Now why does that
always work?

Anyways, since we already went the other way and smashed the
Security Gate controls, we can move on direct from here. Head back on
down the corridor, and the next room you pass has some enemies in
it, along with an extra room across from the entrance with some
breakables. Keep going down the corridor, and on to the Core Reactor.

------------------------------------------------------------------------------
Core Reactor (A3CR)
Objectives:
 Current Objectives:
Rotten to the Core-
Step 6: Lower [Control Rods] in the Yellow Sector of the {Core Reactor},
2 total
Step 7: Lower [Control Rods] in the Blue Sector of the {Core Reactor},
2 total
Infinite Possibilities-
Step 2: Take X-Jet to the Infinite Factory
 Gained Objectives:
Rotten to the Core-
Step 8: Destroy [Coolant Pumps] in {Core Control}, 2 total

Well, given that the Objectives refer to a Blue Sector and a Yellow
Sector, and there's blue and yellow arrows on the floor, let's head
through the door with no arrow in front of it. Oh, wait. We can't.
So, let's head to the Yellow Sector. Well, there's a Yellow Control
box with a handy green arrow over it, but we need to drop the rods
here first. So head on through the door.

Follow around to a door with "Reactor" on the ground in front of it.
In here, surprisingly, is a reactor, with Yellow Rod Control for
yellow rod bundle 1. Go ahead and push the button, then head through
to the second Yellow Rod Control. Push that button, too. Now there's
two other doors aside from the one we came through. One has "Yellow
Sector" in front of it, but you can't open it. The other (across from
the door we entered with) is openable, so head through.

Keep going on and at the end is another door with "Yellow Sector" on
it, and surprisingly enough, like the last one, won't open. So head
back to the Yellow Control and hit the button. Head back through
the original room, and out through the blue arrow door.

Go figure, the rooms here are mirrored versions of the ones over in
the Yellow Sector. So follow the last few paragraphs, replacing
"Yellow" with "Blue". Once the Blue Control's been tripped, head back
to the original room.

NOW we can head through that door, picking up the Comic Book (A3CB08)
along the way. Head through to the room with a T-junction. Just over
the blue reactor pit (i.e. fly over it) is a Homing Beacon (A2HB2).
Now head through either door back into the Sectors, and follow the
map around to the Xtraction Point (it's in the last room you couldn't
get in to before). Save, then head through the door at the top to
Core Control.

------------------------------------------------------------------------------
Core Control (A3CC)
Suggested characters: someone with Flight
Objectives:
 Current Objectives:
Rotten to the Core-
Step 8: Destroy [Coolant Pumps] in {Core Control}, 2 total
Infinite Possibilities-
Step 2: Take X-Jet to the Infinite Factory
 Gained Objectives:
Rotten to the Core-
Step 9: Defeat [Sugarman]
Step 10: Release [Safety Mechanisms] in {Core Control}
Step 11: Talk to [Angel] at the {Weapon X Facility}

Looks like a boss battle's looming in the wings, here. Follow the path
around, and head in the first door. We'll have to work our way around
those lasers, so head in the first door. What? No door out? We'll make
one, then. Break through the wall, then head out the door in the next
room, and back down the corridor for the Sketch Book (A3SB06). Head
down the room here, and in through the first door you come to.

This leads to a room with destructible walls, overlooking a Coolant
Pump. Destroy it (somehow you just KNOW it's the Yellow Reactor Pump)
and head ALL the way back to the level entrance, and head through the
other door.

Oh, well, guess we should've come here first, then? Given that the walk
after destroying this Pump to the now-open door, just past the door to
the Yellow Coolant Pump would have been much shorter. But too bad.
You go by my guide, you go how I do, dammit. Now head back to the door
past the one you took to get to the Yellow Coolant Pump (past the
laser grid, just down the hall).

Well, now, did I call it or did I call it? Beat on Sugarman some,
and afterwards, before you use the Safety Mechanisms, roam around
the room to find a Weapon Cache (A3WC10). After that, hit the button
for the Primary Power Console. Use the Blink Portal to head back to
base, talk with Angel, like the Objective says, do what you will here,
then head out via the X-Jet to the Infinite Factory.

------------------------------------------------------------------------------
Factory Entrance (A3FA)
Objectives:
 Current Objectives:
Infinite Possibilities-
Step 2: Take X-Jet to the Infinite Factory
 Gained Objectives:
Infinite Possibilities-
Step 5: Destroy [Infinite Engineering]
Step 6: Destroy [Genetic Processing]
Step 8: Destroy [Mutant Fusion Core]
Optional Objectives:
Infinite spy needs codes-
A member of Department H needs codes from a computer Console

Well, here's Guardian. Oh, it THAT all you want us to do? I thought
you might want us to do something DIFFICULT like make toast or
something. Just destroy a few places? We can do that.

Once again, a game tip:

GAME TIP #19: There are some enemies with invulnerable shields,
breakable with a special combo. The combo needed is listed under
their name. For example: Knockback Shield would require the 
Knockback Combo of X+O+O+O

Head through the small corridor in between the two paths from this
main room. Behind the breakables, there's a Decryption Module. Boy,
you hid THAT well, Guardian. Even left a big friggin' red X on the
map to not tell us where it isn't located. Anyways, head through
the door the Game Tip is located.

Now that we got why the Game Tip was there behind us, we now have
a plus-shaped crossroads. With the way we came in as south, head east.
At the next plus crossroads, head south for an Xtraction Point, and
further east for the Fusion Core door. Don't head there, yet. Instead,
go north at the second crossroads to download some Spy Codes. Go back
to the first crossroads and head north.

As we head up, in the little area that includes the door to Genetic
Processing, there is a Data Disc (A3DD2). Head back to the first
crossroads and head west.

At the first junction, head south to chat with the Department H
operative. While going through the dialog, you give him the Spy
Codes, activating and completing the Optional Objective. Sweet. Head
back to the junction, and keep going west, leading to the door to
Engineering. Head on through.

------------------------------------------------------------------------------
Infinite Engineering (A3IE)
Suggested characters: someone with Flight, Sunfire/Iron Man/Bishop/
Cyclops/Scarlet Witch/Gambit/Storm
Objectives:
 Current Objectives:
Infinite Possibilities-
Step 3: Start the [Power Source] in {Infinite Engineering}
Step 4: Turn off [Emergency Override] in {Infinite Engineering}
Step 5: Destroy [Infinite Engineering]
Step 6: Destroy [Genetic Processing]
Step 8: Destroy [Mutant Fusion Core]
 Gained Objectives:

Seemed like it was too easy to be true? Just go in, blast away, and
walk back out? Well, it was too good to be true, as Guardian
explains. Damn oil pumps.

Head on through the two doors, and with the Infinite Engineering
entrance as south, head east. In the large room, you can have your
Flier go across the room to the balcony across from the entrance for
a Danger Room Disc (DRC3CP). There's two ways to go, here, though
both of the suggested paths (either the fast way, or the battle a
whole bunch of enemies way) use a flier to go through the door past
the Danger Room Disc.

Head down this corridor, and in the room at the end, use the Power
Console. Now, here are your two choices (whichever way you choose,
open the door to the Power Source and get the Weapon Cache (A3WC11):

The quick way: use one of the characters in the suggested characters
to supercharge the Power Source, end of story. I know for a fact
Sunfire's Flamethrower, Iron Man's Plasma Charges, Bishop's Sapping
Strike, Cyclops' Optic Beam, Scarlet Witch's Hex Locked, Gambit's
Card Shuffle, and Storm's Lightning Strike all work here. There are
probably more (though I am not taking the load time to find out,
thank you), so try some of your own. This skips the "Override"
step, and goes straight to destroying Infinite Engineering.

The long, battle a whole bunch of enemies way: Head back down the
corridor, and turn in at the first door. In here is the Security
Panel. Push that, and then head back to the Power Distribution
Console. Hit that once more, and the system is overloaded,
completing your Objective.

You may still want to head through the rest of Infinite Engineering
to pick up whatever items the enemies in the other half of the
level drop, as Well as another Tech Station.

Both ways also open up a teleporter to the Factory Entrance.

Head back to the two-way room, and head west. Follow the path
around to a Tech Station Striking (A3TS14) and a Fuel Control,
which would shut off the flamethrowers here, had we not already
blasted the Oil Tanks. Head back to the Factory Entrance, and off
to Genetic Processing (north door). You might as well save first,
though.

------------------------------------------------------------------------------
Genetic Processing (A3GP)
Suggested characters: someone with Might, Sunfire/Iron Man/Bishop/
Cyclops/Scarlet Witch/Gambit/Storm
Objectives:
 Current Objectives:
Infinite Possibilities-
Step 6: Destroy [Genetic Processing]
Step 8: Destroy [Mutant Fusion Core]
 Gained Objectives:
Infinite Possibilities-
Step 7: Destroy the [DNA Storage] in {Genetic Processing}

Once again, this seems like it's going to be too easy. Well, whatever.
Head around either side of this big room in front of us. Well,
technically it's three rooms, but there's fully destructible walls
in between, so I consider it one room. There's three exits out of the
room, one lower corner one, one upper corner one, and one in the
center of the wall opposite the other two. The upper exit and the
center exit both have doors leading to the same room, so head there.

Head around to the side with the crane and the blue X's. Use your
Might character to push it into the spinning drums, and head down
to get the Tech Station Energy (A3TS15). Head back up, and away from
the large room we were just occupying here (the triple room). We come
to a plus-crossroads. Well, we came from the south, so that's out.
The north's blocked by big-ass crates, so that's out, too (though
it's probably where we want to end up). Let's go west first, for a
change.

At the next crossroads, head north for a Homing Beacon (A3HB3),
then continue west. Nothing much here, just a generator for those
droid things flying about (well, more hovering about than anything,
but you get my point). Head back east, past the three crossroads.

Another droid generator. Yay. Head back to the last crossroads, and
go north. At the next crossroads, head east again, and apparently
Bad Guys'R'Us was having a sale on these damn droid generators.
Head back to the west, then dip south to the other side of those
big-ass boxes, for a Comic Book (A3CB09). Back up, and at the
crossroads, head west. At the end, is yet another droid generator.

So back to the last crossroads we go, and head north. In this last
room, over on the west side, just north of the big storage tank, is
a Weapon Cache (A3WC12). Pick that up, then head to the center of
the room, and use the console under the big red arrow.

Again, they're giving you two choices here. Either use your Might
character and push the two tanks off the platform, or use one of
the characters available to charge the Power Source in the last
area (Sunfire's Flamethrower, Iron Man's Plasma Charges, Bishop's
Sapping Strike, Cyclops' Optic Beam, Scarlet Witch's Hex Locked,
Gambit's Card Shuffle, and Storm's Lightning Strike) to charge
the power sources next to both of the tanks to blast them off.

Or, you can do a combination of the two, one power charge, one
Might-powered shove. After the fact, you're done here, and amazingly
enough, another Teleporter opened up, this time in the northeastern
area of this room. Use it, then when you get back, save and head
on out to the east (past the save point) to the Fusion Core.

------------------------------------------------------------------------------
Mutant Fusion Core (A3MFC)
Objectives:
 Current Objectives:
Infinite Possibilities-
Step 8: Destroy [Mutant Fusion Core]
 Gained Objectives:
Infinite Possibilities-

Follow the path around (no I don't know what the little scanning thing
does, so don't ask me). Go just past the first junction, and there's
a Decryption Module sitting next to a door. Hmm... wonder what that
does.... Hey! Nifty! Opensezme! Head inside, and there's a Comic Book
(A3CB10) on the ground. Head up the other stairs, and through the door
for a Tech Station Health (A3TS16). Head back to that junction you
passed a while back, and go up it.

Okay, now it's Infinite generators, just like back at the Entrance.
Wonderful. Well, this is certainly seeming like a straightforward level,
isn't it? Keep on along the path. Once you head in to a very large
room (you'll know you're getting close, since all the walls are
coated with destructible stuff), stick to the left (when you enter)
and you'll come to a Weapon Cache (A3WC13). At the end of this
destructo-fest, head through the door.

Another scanny-thing, still don't know what they do. A big-ass dude
comes barging in on you, and this triggers the Infinite generators
in the room to go off, as well. Stomp them all, and proceed. Not far
down the path, you'll see your destination. Only one thing to do,
and that's blast the crap out of it. After doing so, the Teleporter
just past where the Fusion Core was will activate, and you can head back
to the Factory Entrance, save, then head back to the entrance of the
Entrance, and head down the other path to a big-ass door. Use the
nearby Door Controls to open the door, and head through to the
Assembly Factory.

------------------------------------------------------------------------------
Assembly Factory (A3AF)
Suggested characters: someone with Flight
Objectives:
 Gained Objectives:
Infinite Possibilities-
Step 9: Shut Down the [Substations] in the Assembly Area, 4 total
Step 10: Shut Down the [Substation] for the Cryogenic Monitoring system
Step 11: Destroy [Infinite Assembly Factory]
Sinister Intentions-
Destroy the Super Computer modeled on Mister Sinister's neural patterns
before it can rebuild the Infinite Factory.

Another smash it all, let them sort it out later job, huh? Well,
sounds like fun to me! Head on up the path, up either staircase,
and through the door. Lookie here! An Objective point, and an
Xtraction Point! We know what to do for both of these, right?
Save at one, smash the other. You don't even have to smash the
Substation itself, just blow up the wall next to it, and it goes
down too.

Head along the path, blasting Substations along the way. Once you tag
the last one, the doors at either end of the corridor open up.
Let's head through the door from the scene. Not a whole lot here,
really. Though there is a Homing Beacon (A3HB4) up on some crates,
jump or use a flier to get it. It opens up yet another portal back
at base. Head along the path here, and in the room with the next
Objective, there's a Weapon Cache (A3WC14). Blast the Objective,
and Guardian pops in with a new Objective: the Super Computer.

Head down through the doors, and see what Mr. Sinister's been working
on: Peepsicles!

[infomercial]
Yes, Peepsicles. The delicious, tasty treat favored by psychotic
madmen who want to take over the world. Available in several
flavors, but hey, they all taste the same on the inside, though.
Peepsicles... try them NOW. Brought to you by Peepsicles, Inc. A
division of Scumco.

Offer void in all 50 US states, Canada, Mexico and well, pretty much
everywhere else they don't condone cannibalism. You might also need
the Super Genius Cryo Storage Facility, also made by a division of
Scumco. Scumco, for all your evil genius needs.
[/infomercial]

Sorry about that, couldn't help myself. Anyways, the doors shut,
locking you in here with a few enemies. Waste them, an up on the top
area, in one of the cryo chambers flanking the inoperational door
(that means one of the two things next to the door that don't work)
is a Danger Room Disc (DRC3CS). Fly up and snag it. Head through
the only door you haven't been able to go through (look at your map,
you'll know what I'm talking about). Head through the door, to
Central Processing

------------------------------------------------------------------------------
Central Processing (A3CP)
Objectives:
 Gained Objectives:
Sinister Intentions-
Step 1: Destroy the Super Computer
Step 2: Talk to [Heather Hudson] in the {Weapon X Facility}

Ooh, looks like another boss battle's coming. Whatever. Head up the
path, and at the corner, there's a Sketch Book (A3SB07). Continue along
the path. Okay. There's a really big room, contained in glass. On each
side, there's a little room, one with a Health Station, one with an Energy
Station. Guess what they do? When you head inside the glass, a hologram
pops up, telling you what's going on. You get to face off against some
old-school X-Men (specifically, Marvel Girl, Iceman, Cyclops, Storm, and
Weapon X). In order to stop facing them, you also have to blast the
generators they come from. I'd suggest Iceman's first, since he can
freeze you all. Afterwards, head back to base.

------------------------------------------------------------------------------
Interlude 6: Weapon X Facility (I6WXF)
Objectives:
 Current Objectives:
Sinister Intentions-
Step 2: Talk to [Heather Hudson] in the {Weapon X Facility}
 Gained Objectives:
Of Gods and Heroes
Step 1: Talk to [Professor X]

Chat with Heather, like the game wants you to. Now, chat with
Prof. X, as well. Head out on the X-Jet to the Madri Temple.

------------------------------------------------------------------------------
Madri Antechamber (A3MA)
Objectives:
 Gained Objectives:
Of Gods and Heroes
Step 2: Find the [Body Artifact] in the {Hall of Knowledge}
Step 4: Find the [Rage Artifact] in the {Madri Cloisters}
Step 6: Find the [Heart Artifact] in the {Meditation Chamber}
Step 9: Find the [Soul Artifact] in the {Divine Sanctuary}
Step 11: Find the [Mind Artifact] in the {Madri Conclave}
Step 13: Locate the Stepford Sisters

As you head up to the door, look next to the last pillar on your left.
There's some XP (would be a Homing Beacon, if you hadn't picked four
up by now). Head through the door, chat with the Madri person, and
proceed in to the room. Off to the right side of the room, there's a
Danger Room Disc (DRC304). Head through the next door, and in to any of
the four doors that are facing each other to chat with another Madri.

Looks like there's some exploring to do, now. If you try the door
in the center of the previous room (the door with the red arrow over
it) you'll find that this is where you need to eventually get to.
But to get there, you have to head through and pick up the four
Artifacts scattered throughout the Temple. Head through either of
the other two doors, each with a diagonal passage leading from them,
to get to a door leading to the Hall of Knowledge.

------------------------------------------------------------------------------
Hall of Knowledge (A3HOK)
Objectives:
 Current Objectives:
Of Gods and Heroes
Step 2: Find the [Body Artifact] in the {Hall of Knowledge}
Step 4: Find the [Rage Artifact] in the {Madri Cloisters}
Step 6: Find the [Heart Artifact] in the {Meditation Chamber}
Step 9: Find the [Soul Artifact] in the {Divine Sanctuary}
Step 11: Find the [Mind Artifact] in the {Madri Conclave}
Step 13: Locate the Stepford Sisters
 Gained Objectives:
Of Gods and Heroes
Step 3: Return the [Body Artifact] to the {Madri Antechamber}
'Altar'ed Reality-
Travel to the Madri Temple and deactivate the Psychic Altars used by
the Stepford Cuckoos to mentally attack the enemies of Apocalypse.
Step 1: Destroy the [Psionic Altar] in the {Madri Cloisters}
Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber}
Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary}

Attacked as we just get here, huh? Well, mop the floor with them, then
head up the staircase across from the entrance. Head down either side
of the next room, and through the archway. At the first spot you can
head off to your left, do so. Fight the enemies at the end of the
hallway, and use the Consumption Statue to open a portal back to
the Madri Antechamber. Use the Body Altar nearby, and a Stepford
Sister talks to you. Afterwards, head back through the portal, and
back to the hallway you came down to get to the Consumption Statue.

At the junction you took to head down to the Statue, make a left and
keep going until you come to a T junction. Off on the right side is an
Xtraction Point. Off to the left side, you'll find Emma Frost, along
with some enemies. Fight them off, and chat with Emma. Head down the
stairs next to where you met with Emma, and past the altar is a Comic
Book (A3CB11). Back up to where Emma was at, and down the hallway
(the part you haven't been to yet). Keep following the hallway, and
past the open area (don't go down that way yet) is a small room,
with some priests and a Tech Station Body (A3TS17). Go back to the
open area, and head down. Go down either side in the room, and follow
the hallway around a corner, to a very large room. At the end is the
exit to the Madri Cloisters.

------------------------------------------------------------------------------
Madri Cloisters (A3MCL)
Objectives:
 Current Objectives:
Of Gods and Heroes
Step 4: Find the [Rage Artifact] in the {Madri Cloisters}
Step 6: Find the [Heart Artifact] in the {Meditation Chamber}
Step 9: Find the [Soul Artifact] in the {Divine Sanctuary}
Step 11: Find the [Mind Artifact] in the {Madri Conclave}
Step 13: Locate the Stepford Sisters
'Altar'ed Reality-
Step 1: Destroy the [Psionic Altar] in the {Madri Cloisters}
Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber}
Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary}
 Gained Objectives:
Of Gods and Heroes
Step 5: Return the [Rage Artifact] to the {Madri Antechamber}

Well, the Cloisters area is a very windy, but straightforward path.
Just keep following it around, and I'll point out the little extra
bits. The first room off to the side just has some Archbishops in
it, so it's not necessary, but suggested, to head in there and whomp
on them. When you reach the second side room, you can't enter it yet,
so head past. Through the door, there's a third room to the side.
Head in, and pick up the Danger Room Disc (DRC3CSW). Sacrifice some
Techbits at the altar (by making an Offering) to open the door you
had to pass up earlier.

Head back to that door, and at the other side of the room lies the
Rage Artifact. Same situation as before, it opens a portal back to
the Antechamber, right in front of the Altar of Rage. Back in the
Cloisters, head down the corridor to just past the third side room.
Open the door and head through. The corridor takes a sharp turn
nearby, but there's a door you can head through, to continue in
the direction you've been going in. Too bad you can't head that
way yet.

Continue along the hallway, and you'll reach a door leading in to
a VERY large room. In the center, lies the Cloisters' Psionic Altar.
As you approach, a slew of high priests attack. Fend them off, and
try to blast the Altar with something heavy while you're doing this.
Afterwards, you'll notice there's a few more altars to make
"offerings" at, though it seems more like learning Apocalypse's
backstory. Once you've read all four, the previous door you couldn't
get through is opened. Let's head back there.

Here we find a Tech Station Focus (A3TS18) and a Weapon Cache
(A3WC15). Head back to the large room, and through the door at the
far end. Through the next door, head on to the Madri Conclave.

------------------------------------------------------------------------------
Madri Conclave (A3MCO)
Suggested characters: someone with Flight
Objectives:
 Current Objectives:
Of Gods and Heroes
Step 6: Find the [Heart Artifact] in the {Meditation Chamber}
Step 9: Find the [Soul Artifact] in the {Divine Sanctuary}
Step 11: Find the [Mind Artifact] in the {Madri Conclave}
Step 13: Locate the Stepford Sisters
'Altar'ed Reality-
Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber}
Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary}
 Gained Objectives:
Of Gods and Heroes
Step 12: Return the [Mind Artifact] to the {Madri Antechamber}

Well, there's certainly something to do here (if only to head to
two more new areas). Right from the start, at the crossroads, you
can head to the Meditation Chamber (east) and the Divine Sanctuary
(west), or head back to the Cloisters (south). Let's head north,
and see what that gets us.

In the next room, head east. This whole area in here (to a point)
is destructible, with the fun, destroyable walls. Break through
the wall in front of you, and next to some barrels (or where they
used to be, at least) is a Data Disc (A3DD3). Head back to the
previous junction (not the crossroads leading to the other areas)
and go west this time.

This whole area in here is more of the same. Head through to the
next room, use the Book of Contemplation in the southern area,
then head along out the east side. Next to the pool of water (on the
west side of it, actually) is the Book of Questions). Use it, and
proceed west. In this next room, use the Xtraction Point. The Book
of Answers lies to the west; head through this room and around and
we wind up on the other side of the pit, across from the Xtraction
Point. Here lies the Book of Reflection.

Head out to the east, then to the north. The Mind Artifact lies
at the far north end of the area. Pick it up, and it opens a portal
to the Antechamber, but since you don't have all the Artifacts yet,
you can't place this one. It also opens a shortcut back to the
crossroads at the beginning of the Conclave (use the "Go down stairs"
opening, and at the end of it, use the "Go up stairs" opening).
There's also a Weapon Cache (A3WC16) down that way as well.

Let's head to the Meditation Chamber next.

------------------------------------------------------------------------------
Meditation Chamber (A3MCH)
Objectives:
 Current Objectives:
Of Gods and Heroes
Step 6: Find the [Heart Artifact] in the {Meditation Chamber}
Step 9: Find the [Soul Artifact] in the {Divine Sanctuary}
Step 12: Return the [Mind Artifact] to the {Madri Antechamber}
Step 13: Locate the Stepford Sisters
'Altar'ed Reality-
Step 2: Destroy the [Psionic Altar] in the {Meditation Chamber}
Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary}
 Gained Objectives:
Of Gods and Heroes
Step 7: Lower the Doors protecting the [Heart Artifact] in the
{Meditation Chamber}, 4 total
Step 8: Return the [Heart Artifact] to the {Madri Antechamber}

Chat with the cleric when you arrive, then bust through on a
rampage. With the entrance as south, and the door ahead as north,
head to the east, then south. Follow this short hallway around
and into a large room. In the corner lies both the first Switch
to lower a door, as well as the Psionic Altar here. Use the
Switch, and destroy the Altar.

Head out the other door of the large room, and follow the hallway
back west, then north. Head down the next hallway to the east.
Again, in the far corner of the room lies the Switch (this time
it's in the northeastern corner). Head up the stairs to the west,
then continue along the hallway to the west. in the little alcove
to the north lies a Danger Room Disc (DRC300).

Keep following the hallway to the west, then take the path north,
and around into the next big room. And again, in the far corner,
lies the Switch. Take the southern exit out of the room, and
follow the path along to the south, taking the first turn to the
west. As you follow the room around, the Switch is in the center
room of the three here in the southwestern corner.

Once all four Switched are triggered, head in to the center of
the map using any of the four pathways in. Collect the Heart
Artifact, head through the portal to the Antechamber, place it
in the Altar of the Heart, and return to the Chamber.

Once back, head back to the Conclave, and on to the Divine
Sanctuary.

------------------------------------------------------------------------------
Divine Sanctuary (A3DS)
Suggested characters: someone with Flight
Objectives:
 Current Objectives:
Of Gods and Heroes
Step 9: Find the [Soul Artifact] in the {Divine Sanctuary}
Step 12: Return the [Mind Artifact] to the {Madri Antechamber}
Step 13: Locate the Stepford Sisters
'Altar'ed Reality-
Step 3: Destroy the [Psionic Altar] in the {Divine Sanctuary}
 Gained Objectives:
Of Gods and Heroes
Step 10: Return the [Soul Artifact] to the {Madri Antechamber}

Oh my. Looking at our map, there's a slew of red arrows here. Looks
like there's going to be a lot to do here. With the entrance as
south, at the crossroads (with the big pillar), head east or west.
Follow the path along, and down a long slope. Head through the next
room, and when you reach the area split with a stream (like up top at
the crossroads), head south, into the center room.

Here there lies a Weapon Cache (A3WC17). There's also two dropped
gates, leading to stairs. Oh well, looks like they'll be
important someday.... Continue south, and in this little alcove,
you might notice the XP sitting high up on a ledge. Use your flier
to go up and grab it (it would be a Homing Beacon, if you hadn't
collected four by now).

Back out of the small room, head north, along the stream. As you
enter the large chamber, you'll spot the last Psionic Altar in
the center. Smash it, and that's one more Objective complete.

Here before you, there are six chambers to head down, along
with a seventh that'll open up. Six Artifacts, all labeled as
"Breath Artifact". Only one is the right one, and one of the
fakes' rooms holds a Data Disc (A3DD4), the center room on the
west side. This one boosts your Energy Pack limit by four. The
only Artifact you actually need to pick up is the one in the room
on the west side, in the upper room. All the others self-destruct.

After you pick up the proper Artifact, that last door opens up,
along with a passageway. Head down the nearest passageway entrance
(located next to the portal that just opened up) and in the first
side room, there's a fire to put out. In the second side room,
there's a Sketch Book (A3SB08). Head back to where you came in
the passageway, so you can use the portal to go back to the
Antechamber, place the Artifact, head through the now-open door,
and use the Altar of the Mind. Head through the portal to the
Monastic Citadel.

------------------------------------------------------------------------------
Monastic Citadel (A3MCI)
Objectives:
 Current Objectives:
Of Gods and Heroes
Step 13: Locate the Stepford Sisters
 Gained Objectives:
Of Gods and Heroes
Step 14: Talk to [Professor X]

Ooh, a boss battle, is it? Looks like fun. There's another of those
purple Xtraction Points, if you feel the need to just swap characters.

Head through the archway, and meet the Stepford Cuckoos. Not only
were they taught by Emma, apparently they were dressed by her, as
well. They come out in threes, but only one of the three is
damageable. You can see through the other two. After beating the
first one, another pops out, though the "fake" Cuckoos stick around.
After you beat the second solid one, the last one pops out, and you
can now damage all the Cuckoos. Once you've beaten back all nine of
them (three solid ones, six "fake" ones), Holocaust shows up. As if
we didn't know this was coming.

Start beating on him, and a Cuckoo will pop out, in one of the
alcove rooms off to the side, with a beam of light coming from above.
Beat on the Cuckoo until they go away (otherwise Holocaust is
invincible). They'll repeat this (you beat on Holocaust, Cuckoo pops
out and makes him invincible, beat on Cuckoo, and repeat). Holocaust
can also become invincible while draining the HP from one of the
Heretics running around.

After you beat him down, Prof. X want to talk. So head back to the
Weapon X Facility and do that. You're done with Canada, so select
the "We're done in Canada..." choice to move ahead.

------------------------------------------------------------------------------
Secret Bonus Area (A3SBA)
Objectives:
none

Another enemy grind to an objective, then snag the armor. You'll run
in to resurrection enemies here, so keep an eye out for them. Hit the
Force Field Control Panel, head back, and snag Ironman's Helmet. Head
back to the Weapon X Facility.

------------------------------------------------------------------------------
------------------------------------------------------------------------------
Act 4: (A4)
Hidden Stuff: 4 Comic Books, 15 Concept Art in 5 Sketch Books,
              4 Homing Beacons, 4 Data Discs, 6 Tech Stations,
              1 Iron Man Armor, 16 Weapon Caches, 11 Danger Room Discs

------------------------------------------------------------------------------
Interlude 7: X-Mansion (I7XM)
Objectives:
 Gained Objectives:
Hellfire to Pay-
Moira can help you locate Sebastian Shaw, Leader of the Hellfire Club.
He might know of a secret passage into Apocalypse's Tower.
Step 1: Talk to [Moira]
Step 2: Find [Sebastian Shaw] in the {New York South Side}
Sentinel Invasion-
Disable Apocalypse's defensive platforms so that Sentinels can aid
in a massive airlift and rescue hundreds of people.
Step 1: Talk to [Havok]
Step 2: Take X-Jet to the Perimeter Platforms
Step 3: Destroy all the [Generators] on the {Main Gun Platforms},
3 total
Step 4: Destroy all the [Radars Arrays] on the {Radar Array Platforms},
3 total

Well, welcome home... sort of. Again, the same situation applies,
you have an Xtraction Point, Prof. X, Forge, the Danger Room
Computer, the Review Computer, the Hero Stash, the Trivia Game
(TTGA4); you also have a few other people to talk to. There's Havok
(to start a mission), Moira (to start a mission) and Kitty Pryde
(AKA Shadowcat). Talk with everyone, buy stuff if you need to, save,
then head out on the X-Jet to the Perimeter Platforms. You can also
enjoy a few new costumes.

------------------------------------------------------------------------------
Perimeter Platforms (A4PP)
Objectives:
 Current Objectives:
Hellfire to Pay-
Step 2: Find [Sebastian Shaw] in the {New York South Side}
Sentinel Invasion-
Step 2: Take X-Jet to the Perimeter Platforms
Step 3: Destroy all the [Generators] on the {Main Gun Platforms},
3 total
Step 4: Destroy all the [Radars Arrays] on the {Radar Array Platforms},
3 total

Okay, a timed mission, huh? Let's get everything accomplished first,
then run around, picking up the items. Rush straight ahead and blast
the Generator. With the area you came in as south, head west. A
Sentinel drops down, and reverts back to it's old self, so blast it
and head on. At the second platform, blast through the Generator and
head on north. The path bends to the east, so blast the Generator on
the third and final platform.

Now that there's no time limit, we can explore some. At the north
end of this third platform, there's a Teleport Console. Don't use
it yet if you want to get everything. Let's head back to the first
platform, for item hunting purposes.

At the east side of the first platform, there's a batch of Energy
Packs. The north side holds a Sketch Book (A4SB09). The west side
of the second platform has a Danger Room Disc (DRC3CT), while the
east side holds a Weapon Cache (A4WC18). The south side of the
third platform hold a Homing Beacon (A4HB1), this time it's orange!
The east side of the third platform holds more Energy Packs.

Now it's okay to use the Teleport Console at the north end of the
third platform to head to the Radar Array Platforms.

------------------------------------------------------------------------------
Radar Array Platforms (A4RAP)
Suggested characters: Iceman or someone with Flight
Objectives:
 Current Objectives:
Hellfire to Pay-
Step 2: Find [Sebastian Shaw] in the {New York South Side}
Sentinel Invasion-
Step 4: Destroy all the [Radars Arrays] on the {Radar Array Platforms},
3 total
 Gained Objectives:
Sentinel Invasion-
Step 5: Protect [Charlie Kilroy]
Step 6: Destroy [Console]
Step 7: Deactivate [Shielding]
Step 8: Destroy [Generator]

Given we're supposed to protect this guy, I'd say let's do like
we did with the Perimeter Platforms and do the Objectives first,
items second. So, let's head on. Kilroy heads up and starts working
on the first Radar Array. Protect him from harm from the enemies (why
the Sentinels would attack a non-mutant, I don't know), and SHIELD
members will secure the site afterwards. Goo for them, as it gets
flooded with an infinite supply of Sentinel Mark IIs. Next to the
pathway to the next platform is a Tech Station Striking (A4TS19).

On the next platform, you'll have to last a little longer in
protecting Kilroy. No big worries though (well, big SENTINELS, yes,
big worries, no). As you head around to the next platform, stick to
the far side of this second platform, and at the furthest away from
both paths, is the Weapon Cache (A4WC19). If you're having trouble
finding it, just stick along the outside perimeter of the platform,
and you should see it shortly. On to platform #3.

Well, that certainly must have sucked to be him, huh? Now we get
to do his job. On to the platform itself. Head to the left side,
and destroy the big thing with the red arrow above it. Now, on to
the center of the platform, and use the Radar Shielding Console.
Now, use Iceman or your Flight character to get over to the Generator
fast (you only get 20 seconds) and bash it good. If you're not able
to bash the Generator fast enough, just go back to the Radar
Shielding Console and use it to drop the shield around the Generator
again. At the far end of this third platform (near the Generator) is
a Danger Room Disc (DRC5CR).

Head back to the path between the second and third platforms, and use
the Teleport Console to the Command Center Platform.

------------------------------------------------------------------------------
Command Center Platform (A4CCP)
Objectives:
 Current Objectives:
Hellfire to Pay-
Step 2: Find [Sebastian Shaw] in the {New York South Side}
 Gained Objectives:
Sentinel Invasion-
Step 9: Defeat Bastion
Step 10: Talk to [Havok] at the {X-Mansion}

Looks like another boss battle. Bastardion calls down a bunch of
Sentinels to help out. Jackass. After you stomp him into the ground,
the Sentinels he called come down, so beat on them. Afterwards,
Blink opens a portal back to the Mansion, talk to Havok, save,
then head out into the Sewers South.

------------------------------------------------------------------------------
Sewers South (A4SS)
Suggested characters: someone who can build bridges, Storm
Objectives:
 Current Objectives:
Hellfire to Pay-
Step 2: Find [Sebastian Shaw] in the {New York South Side}
 Gained Objectives:

Yay. Sewers. With big ole, mutated New York-style bugs. Head along
the straightforward path, until we're attacked by Morlocks. I thought
Marrow was going to help us? Well, I guess the sentiment hasn't
spread. You'll see a Homing Beacon behind a fan, but you can't get at
it yet. Walk near it, and whoever you're controlling says something
about shutting down the fan. Couldn't we just blast it like
everything else? No? Fine. Head on, through the doorway.

Follow along the path, like normal. In the big, L-shaped room, at
the bend, in the far side is a Danger Room Disc (DRC4CC). In the
room just past the L room are two exits. The "land" exit (use the
stairs to go into the sewer water, turn to the left, go up the stairs
at the end, and follow the pathway around), and the "water" exit
(use the stairs to go into the sewer water, go straight, and up the
stairs). Head out the "land" exit first.

Head through the destructible room, and you'll find near the end of
the path, a blue X icon. Use your bridge builder to make a bridge
across, and have Storm zap the generator. If you forgot to bring
Storm along, head back to the Mansion to swap out. As you're
heading back, you may notice a few more enemies than were there
before. Packs of three Morlocks with one enhanced await you all
along the way back to the Mansion. Once you fry the generator,
head back and pick up the Homing Beacon (A4HB2). Back to the
crossroads, and on through the "water" exit.

Head through, and you'll get to another destructible room.
Continue along, and you'll see a scene with a Morlock Outsider.
Pursue her, and smite her for being there. Before you head up
the ladder to New York South Side, in an alcove in the hallway we
were just in, there's a Weapon Cache (A4WC20). On to the South Side.

------------------------------------------------------------------------------
New York South Side (A4NYSS)
Suggested characters: someone with Teleport/someone with Flight
Objectives:
 Current Objectives:
Hellfire to Pay-
Step 2: Find [Sebastian Shaw] in the {New York South Side}
 Gained Objectives:
Hellfire to Pay-
Step 3: Find Sebastian Shaw's [HoloDiscs] in the {New York West Side}
Step 4: Find the [Master Key] in the {New York South Side}
Step 5: Pay Sebastian Shaw 10,000 Techbits
Step 6: Return the Master Key to Shaw at the Mansion

If the Sewers South entrance is South, and the flaming car is north,
use your teleporter/flier to get up on top of the building to the east
for a Homing Beacon (A4HB3). Though, if you have no fliers/teleporters,
you can follow the path around and it will have a slope up to the top,
which you can follow around across a bridge to get the Beacon. However,
the other way off that path, towards the lone train car, lies
Sebastian Shaw. Chat with him.

Yeah, Shaw better have some damn Techbit stashes, cuz 10,000's a lot
to pay out of pocket. Head downstairs, and fight off the baddies.
Next to the subway entrance is an Xtraction Point. Off in the corner,
with the two cars, is a Danger Room Disc (DRC4CN). Head down the street
(as the only other way out there is blocked by a train car). Just after
you get to the other large open space, there's an alcove on the side
(the same side the Danger Room Disc was on) with one of Shaw's Techbit
stashes, good for 10,000. Head towards the red X on the map.

You'll head over another staircase to the train tracks, and find an
enhanced Optic guy guarding the Master Key. For me, he had a shield
up, and it's damn near impossible to break a shield on someone who
moves around as much as they do. Beat him down, and take the Key.
Head out the nearby exit to New York West Side.

------------------------------------------------------------------------------
New York West Side (A4NYWS)
Suggested characters: someone with Teleport/someone with Flight
Objectives:
 Current Objectives:
Hellfire to Pay-
Step 3: Find Sebastian Shaw's [HoloDiscs] in the {New York West Side}
Step 5: Pay Sebastian Shaw 10,000 Techbits
Step 6: Return the Master Key to Shaw at the Mansion
 Gained Objectives:
Hellfire to Pay-
Step 7: Return the HoloDiscs to Shaw at the Mansion
Where Angels Fear to Tread-
You have learned of a secret entrance into Apocalypse's Tower
from Sebastian Shaw
Step 1: Find the Abandoned [Sewer Entrance] in the {New York North Side}
Hail to the Queen-
As final payment to Sebastian Shaw, rescue Selene, the Black Queen,
from Apocalypse's Tower
Step 1: Find the [Black Queen] in the {Tower}

Keep going the same direction up the street until you get to the end
(with the orange and white traffic bins). There's a Weapon Cache
(A4WC21) here. From the Weapon Cache, head across the street, and
behind a fence lies a Danger Room Disc (DRC404). Head back to the
junction, and go down the street we haven't been to yet. Head away
from the red X, down the street. The entrance for Sewers West is
down this way, but we don't need that just yet. Climb the pile of
rubble to get on top of a building housing a Tech Station Speed
(A4TS20).

Head back up the street, to a park-type plaza. Next to this is an
overhang, with some Infinite uniforms. You never know what you
might need those for. Head up the street, and find the entrance
for New York North Side. Nope, not going that way yet either.

Head towards the red X on the map. Hey look! The "switch to the
enemy's uniform to fool a scanner" bit actually worked! Head over
to the HoloDisk and pick it up. The Infinite questions you. No
matter what you try, you have to use the "It's no use..." choice
that becomes available after you go through either choice. Oh well,
nice while it lasted. Use a Blink Portal or head back to the South
Side and Xtract back to the Mansion.

Chat with Shaw, then head back to the West Side. Given that we know
we have to head to the North Side, let's head there.

Funny thing here. I went through Sewers West-Holding Pens-Stockade
originally before I went to New York North Side. After I went to the
North Side, I came back, and the map had reset (so I had no map mapped)
and all the enemies were back. So if you want an extra XP run, head
through Sewers West-Holding Pens-Stockade first, go to the North Side,
then return to have all the enemies and Weapon Caches reset. Well,
Sewers West and the Stockade reset, at least.

------------------------------------------------------------------------------
New York North Side (A4NYNS)
Objectives:
 Current Objectives:
Where Angels Fear to Tread-
Step 1: Find the Abandoned [Sewer Entrance] in the {New York North Side}
Hail to the Queen-
Step 1: Find the [Black Queen] in the {Tower}
 Gained Objectives:
Where Angels Fear to Tread-
Step 2: Defeat [Deadpool]
Step 3: Enter [Apocalypse's Tower] through the {North Sewers}
Prison of Misery-
Free the prisoners from the Pens before they are subjected to harmful
DNA scans.
Step 1: Destroy the powerful [psychic brains] in the {Brain Trust}

The North Side is very big, and shaped like a C, or a U or lowercase
N (it all depends on how you look at it). We enter in on the southern
center. Head to the west, and on the northern side of the street lies
a Tech Station (A4TS21). Head back to the east, all the way down to
the end (blocked by barricades and a bus, and to the north is a Comic
Book (A4CB12). Head north until you reach the northern wall, then
head to the west. Just diagonally up from here (northwest, in the center
of the bend in the C/U/n) in an alcove is a Data Disc (A4DD1).

As you head along the northern wall and reach the northwest corner,
out from the ground pops Deadpool. Wow, what a wacked out dude.
BTW, if you have Deadpool in your party (from unlocking him from a
previous game), the starting conversation goes a little different.

Smack him down, and the Sewers North entrance is available. But there's
still more stuff to do ahead of time. So, head south, along the western
wall. When you reach the next wall, there's a Sketch Book (A4SB10).

We're done here, but let's head down to Sewers West first, and take out
the Brain Trust (eventually). So head back to the West Side, and down to
Sewers West.

------------------------------------------------------------------------------
Sewers West (A4SW)
Suggested characters: someone with Flight, someone with Might
Objectives:
 Current Objectives:
Where Angels Fear to Tread-
Step 3: Enter [Apocalypse's Tower] through the {North Sewers}
Hail to the Queen-
Step 1: Find the [Black Queen] in the {Tower}
Prison of Misery-
Step 1: Destroy the powerful [psychic brains] in the {Brain Trust}

Head up, passing the junction. At the next junction, head down it.
Use your flier to cross the pit, and pick up the ID Card on the bed.
Head back across, and continue down the hallway. On the right side,
there's a bus. Use your Might character to push it out of the way,
and head inside for a Weapon Cache (A4WC22).

Further along the hall, there's some sewer water drainage ditches.
Down at the end is a grating you can bust. Break through and head in.
At the end of the tunnel is a Comic Book (A4CB13). Head back to the
ditches, and follow along the hallway once more.

As you enter the large open room, you're trapped by some Morlocks.
As if they're that hard, anyways. Beat them down, and continue on.

It's Banshee! Too bad he doesn't stick around. Head through the door
he went through. Follow the path around, and at the crossroads with
one side being where you came in, across from you being an exit, head
through the closed door and flip the lever. Go across the crossroads
to the room from the scene, and go down to pick up the Data Disc
(A4DD2). Head on through to the Holding Pens.

------------------------------------------------------------------------------
Holding Pens (A4HP)
Objectives:
 Current Objectives:
Where Angels Fear to Tread-
Step 3: Enter [Apocalypse's Tower] through the {North Sewers}
Hail to the Queen-
Step 1: Find the [Black Queen] in the {Tower}
Prison of Misery-
Step 1: Destroy the powerful [psychic brains] in the {Brain Trust}

There's two ways to go from the start here. All directions will be
based off of where you enter as being south. Head west at the junction.

Oops. Looks like a trap. Well, east and west are out, so head north.
Go around (or through) the wall, and you'll come to the other side
of the western laser wall. There's a Console here, so use it and drop
the laser grids. Pick up the Homing Beacon (A4HB4), and in doing so,
unlock the Secret Bonus Area portal back at the Mansion. Head back to
the junction, and go east.

Well, south's out, so head north. Follow the path around, and as we head
around, a cutscene pops up showing a generator and an electric spot.
Take a wild guess what you do here.

If you guessed "blast the crap out of the generator", then you guessed
right! Though, before you head through the southern door, head east
for an Xtraction Point, and the entrance to the Stockade. Don't go there
yet. Head back to where the generator was, and go south, picking up the
Comic Book (A4CB14) and Weapon Cache (A4WC23).

Just down the hallway lies another Weapon Cache (A4WC24) and a Danger
Room Disc (DRC503). From here, unless you absolutely need to have every
bit of map explored, head back to the Stockade entrance and go through.
Otherwise, head on through the northern door, for infinitely spawning
Master Riflemen. Once you've had your fill, head to the Stockade.

------------------------------------------------------------------------------
Stockade (A4S)
Suggested characters: someone with Teleport, someone with Might
Objectives:
 Current Objectives:
Where Angels Fear to Tread-
Step 3: Enter [Apocalypse's Tower] through the {North Sewers}
Hail to the Queen-
Step 1: Find the [Black Queen] in the {Tower}
Prison of Misery-
Step 1: Destroy the powerful [psychic brains] in the {Brain Trust}

Really, the teleporter is just so you can get the Tech Station Body
(A4TS22) earlier than normal. Just teleport through the door/gate, use
the lever, and proceed. However, the way I'm proceeding with the guide
is by going through the door originally available to you.

Head along the path, and you're stuck in another trap situation. The
way you came, along with the way ahead, are both blocked by lasers.
So head through the side, that got busted down by the enemies. Use
the control panel situated between the pads the Psychic whatevers come
through to drop the forcefield leading to the Tech Station. Head up
across from the doorway to the Tech Station, and around the corner,
you can deactivate the earlier forcefields.

Behind the fence (destroyable) lies a Sketch Book (A4SB11). Past the
Sketch Book area, there's a split. To one side, some pushable pipes.
To the other, sewer water. No matter which way you go, head to the far
room (the sewer water is damaging, as is the fire over on the pipe side)
Break the fence in the far room, and find a Weapon Cache (A4WC25).

Head over to the room on the side of the pipes & fire. One door leads
directly to a laser grid, the other to the Console to disengage the
lasers. If you continue on the Console side, you run in to another laser
grid. So, head on the other side. If you turn back towards the Console
side at the junction, you'll see the Console for this newest set of
lasers. Use that Console, and find a Data Disc (A4DD3).

Head back to the latest junction, and go across to the path we haven't
been to yet. Keep following the path until you come to a large door
(well, you'll still be following the path, you just need to stop to
open the door), and continue through.

As you head in, we see a cutscene showing us what to do. Before you
head up to fight the enemies, go down the little area to the side to
pick up a Danger Room Disc (DRC403). Head up to the door, and blast
the enemies. There's also pads that summon in more of those Psychic
Demon things, so be wary. All you're trying to do is break the
door down, so do so, heading to the Brain Trust.

------------------------------------------------------------------------------
Brain Trust (A4BT)
Objectives:
 Current Objectives:
Where Angels Fear to Tread-
Step 3: Enter [Apocalypse's Tower] through the {North Sewers}
Hail to the Queen-
Step 1: Find the [Black Queen] in the {Tower}
Prison of Misery-
Step 1: Destroy the powerful [psychic brains] in the {Brain Trust}
 Gained Objectives:
Prison of Misery-
Step 2: Defeat [Stryfe]
Step 3: Talk to [Banshee] and the {X-Mansion}
Optional Objectives:
Get Access Code from Mirrin-
(like it says)
Get Access Codes from Schill-
(like it says)
Create a Psychic Demon to Help Defeat Stryfe-
Use Lenzir's Access code on the Test Chamber Control Panel to disable
the test Brain Trust and enable the Psychic Demon Spawn Control Panel.

Ooh, a boss battle? Sure looks like it. Banshee pops up, giving you
some pointers, detailed in the Optional Objectives. So let's get
crackin'.

We enter into the Trust in the southwest corner. There's doors to the
north and east from the second room (the one just past where we enter).
In the room to the north, we find Lenzir. Beat him to get his code.
Right nearby is the Test Chamber Control Panel; use it to blast the
brain in a jar nearby and make the Psychic Demon Spawn Control (PDSC)
operable. Also, in the recessed area, lies a Weapon Cache (A4WC26).
Feel free to come back here any time your little Psychic buddy drops
dead, to make yourself a new one. Isn't he neat? Too bad he doesn't
stick around between levels.

Head through the doorway next to the PDSC, and across the room (which
has the fun destructible walls) is a Danger Room Disc (DRC4CJ). Head
through the door on the south side of this room, and head east. Through
the eastern door lies Mirrin. Smack Mirrin down for an Access Code, then
use the Brain Extractor Control Panel (BECP) to make two more brains in
a jar go splat. Go back west through the door, and north through two
doors.

We find ourselves in a very large room, with a catwalk going across.
Feel free to smack the enemies down here, but head through the door
that's to the east from where we came in. Here's Schill. Blast Schill,
and use the Access Codes on the Brain Pupae Control Panel (BPCP). Once
you've beaten both Mirrin and Schill, and used their codes on the
BECP and BPCP, the laser grids between their rooms disappear. Head
back to the catwalk room, and cross said catwalk.

Follow the hallway, and note that there are three sets of ground
emitter/two enemy generators. Destroy the emitters and the generators
stop generating. At the end of the hallway lie two Weapon Caches
(A4WC27) & (A4WC28). Head on through the door.

And here's Stryfe. Feel free to bust the brains in a jar while or
after you've whupped on Stryfe. Blink pops open a portal back to
the Mansion so you can speak to Banshee. Do so, then head back out
to the North Side (via the South Side to the West Side) and down into
the Sewers.

------------------------------------------------------------------------------
Sewers North (A4SN)
Suggested characters: someone with Teleport or Magneto/Jean Grey
Objectives:
 Current Objectives:
Where Angels Fear to Tread-
Step 3: Enter [Apocalypse's Tower] through the {North Sewers}
Hail to the Queen-
Step 1: Find the [Black Queen] in the {Tower}

The walls between the first few rooms here are all breakable. I
love breakable walls. If you go straight up from the entrance here,
you'll run in to a room with a sewage spot. Head over (since there's
nothing of note in the rest of the area) and go through the doorway
to another heavily-breakable area. If you go straight across from the
door we came in (through or around the small square spot), and down
the nearest doorway, across from you is a small square spot off to
the side with a Sketch Book (A4SB12).

To one side of this heavily-breakable area (the side opposite the
Sketch Book) is a door with seemingly no way in. The lever to open
the door is on the other side. Use Magneto/Jean Grey's Levitation/
Telekinesis or use a teleporter to get inside the room. Inside is
some XP (or a Homing Beacon if you haven't collected four by now).

Head back across the breakable area (directly across from the XP/
Homing Beacon room) and you'll reach another sewer water area. Just
past that are two bridges across. Use either one to get across, then
head along the L shaped room and into the room. A trap, with a
Morlock Leviathan and some Giants. Nothing we haven't dealt with
before. Stomp, and continue.

Here is a hallway leading around a room in the center. There's
two entrances inside to the room, one at each end of the hallway.
The center wall of the room is breakable. Inside the top of the two
halves is a Weapon Cache (A4WC29). Head through the door at the top
of the hall for a room with an Xtraction Point and the entrance to
Apocalypse's Tower.

------------------------------------------------------------------------------
The Pantheon (A4TP)
Suggested characters: someone with Flight
Objectives:
 Current Objectives:
Where Angels Fear to Tread-
Step 3: Enter [Apocalypse's Tower] through the {North Sewers}
Hail to the Queen-
Step 1: Find the [Black Queen] in the {Tower}
 Gained Objectives:
Evil Revealed-
Rendevous with Beast in the Tower Control Room so together you can
shutdown the Tower and defeat Apocalypse.
Step 1: Meet [Beast] in {Sinister's Lab}

Well, just ahead is a Sketch Book in some weird thing with poles
around it (A4SB13). When you go to use the door, it recognizes you
as an unknown entity, and triggers it's defense mechanisms. Up
at the top of the room (across from the entrance) are two poles
to bust, and across from the door are two enemy generators. Once
you bust the poles, the door opens on to an Xtraction Point.

Head down the staircase, and there are enemy generators that pop out
War Droids lining the room. Straight ahead of the staircase is a
Tech Station Focus (A4TS23). In the center island just past the Tech
Station (where you can see two giant feet, have your flier head there
to pick up the Danger Room Disc (DRC4CM) and Weapon Cache (A4WC30).

Head to the top of the other staircase (the one across from the one
you came down; far across the room, in fact), and worry not about
enemies up here; there are none. In fact, practically the only thing
up here is the teleport pad. Use the controls for it and it locks
itself down. Luckily, you can override it, but it takes 30 seconds,
which gives the enemies that now teleport in time to die. Afterwards,
head on to Tower Engineering.

------------------------------------------------------------------------------
Tower Engineering (A4TE)
Objectives:
 Current Objectives:
Hail to the Queen-
Step 1: Find the [Black Queen] in the {Tower}
Evil Revealed-
Step 1: Meet [Beast] in {Sinister's Lab}
 Gained Objectives:
Hail to the Queen-
Step 2: Shut down [Power Grid] in the Prison Sector of {Tower Engineering}
Step 3: Talk to the [Black Queen]

Nothing much in this first room/area, but when you go through the
door, we find a large room, with stairs leading down into lower
areas, along with another door behind us, next to the one we came
in through. Head through that door and chat with the Black Queen.
She wants us to bust her out. Go figure.

Across from the door you came in through (around the pit) is a
Tech Station Health (A4TS24). There are two exits out of this room.
The door on the side opposite the Queen holds a Data Disc (A4DD4)
that increases your Health Pack limit by 4, as well as a platform
in a room with many red arrowed bits. Were' still here to help the
Queen right now, so head in the door next to her "cell".

The hallway here leads to a teleporter to Sinister's Lab. Okay, so
I led you the wrong way. You'll need to go here eventually, so stop
yelling at me and start moving back to the really big room with the
many red arrowed bits (accessible from the door opposite the Queen's
"cell".

Bust the four things the red arrows are highlighting to shut down
the Power Grid, lowering the forcefield in front of the Queen.
Disabling the Power Grid also opens the door between this room and
the second room of this area; the room between them holds a Weapon
Cache (A4WC31). Also, there's a Danger Room Disc (DRC5CS) up in the
center area of the large room that held the Power Grid; it's next
to the emitter that's at the top of the steps.

Now that the Grid is down, head back and talk to the Queen. I'm
pretty sure she's almost as mental as Deadpool, with those mood
swings (then again, it could be that time of the month... lol).
Head up to the teleporter to Sinister's Lab and go there.

------------------------------------------------------------------------------
Sinister's Lab (A4SL)
Suggested characters: someone with Teleport or Magneto/Jean Grey
Objectives:
 Current Objectives:
Evil Revealed-
Step 1: Meet [Beast] in {Sinister's Lab}
 Gained Objectives:
Evil Revealed-
Step 2: Chase after [Beast] into the {Tower Apex}

Head on down into the big ole room, and battle the enemies that come.