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* X-Men Legends Guide *
* Playstation 2 version *
* Version 1.04 *
* December 20, 2006 *
* Marshall Stieler *
* m s t i e l e r 8 4 8 0 @ a i m . c o m *
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Table of Contents:
00: Introduction to the guide
01: Character Screen
1a: Stats Screen
1b: Skills Screen
1c: Equipment Screen
02: The Walkthrough
2a: Mission 1 - New York
2b: Intermission, Mansion Basics
2c: Mission 2 - HAARP Facility, Alaska
2d: Intermission
2e: Mission 3 - Old Sewers, New York City
2f: Mission 4 - U.S.S. Arbiter
2g: Intermission
2h: Mission 5 - Boshnoy Nuclear Plant, Russia
2i: Intermission, Muir Island, Mansion
2j: Mission 6 - The Mansion
2k: Intermission
2l: Mission 7 - Astral Plane / Weapon X
2m: Mission 8 - The Mansion
2n: Intermission
2o: Mission 9 - The Morlock Tunnels (2)
2p: Mission 10 - The Mount
2q: Intermission
2r: Mission 11 - New York Riots/Defend Morlocks/Stop Juggernaut
2s: Intermission
2t: Mission 12 - The Astral Plane (2)
2u: Mission 13 - Sentinel Central
2v: Mission 14 - The Astral Plane (3)
2w: Intermission
2x: Mission 15 - Asteroid M
03: Skills
3a: Beast
3b: Colossus
3c: Cyclops
3d: Emma Frost
3e: Gambit
3f: Iceman
3g: Jean Grey
3h: Jubilee
3i: Magma
3j: Nightcrawler
3k: Professor X
3l: Psylocke
3m: Rogue
3n: Storm
3o: Wolverine
04: Items / Collectibles
4a: Backpacks
4b: Unique Backpacks
4c: Belts
4d: Armor
4e: Danger Room Discs
4f: Comic Books
4g: Sketchbooks
4h: Load Screens
05: Codebreaker Codes
06: Version History
07: Next versions
08: Thanks
09: Legal
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00: Introduction to the Guide
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Hello. I'm Marshall. I made this guide. By myself, I add. With help from a few
people on the Forums. I can't remember who it was that answered my question
about a Danger Room Mission (the one where you have the danger bar, or
whatever it is), but I really want to thank you. This is my first guide, so go
easy on me. I started this back when I first got this game (a week or so after
it came out) because there weren't any guides (or at least any walkthroughs).
So, here we go!
Well, one last stop beforehand. I originally posted this to Gamefaqs, and
recieved email from people saying they got it from cheatcc. I don't necessarily
have a problem with this, but they still didn't ask. Neoseeker at least asked
me if they could use it. So, to all you websites out there, ask me first, I'll
gladly accept; but it's all about the asking!
Therefore:
Accepted sites:
Gamefaqs.com
Neoseeker.com
Cheatcc.com
Ign.com
SPOnG.com
Gamerhelp.com
Supercheats.com
1up.com
If anyone finds my guide somewhere else (and it's not a linked file over to
Gamefaqs or something like that), please let me know. It'd be greatly
appreciated.
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01: Character Screen
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Use the Left Analog Stick to highlight a character, then O to select them.
First Page: Stats screen
Use Up/Down to highlight stats & AI parameters.
Use X to add stats or change parameters
Use Square to subtract points from stats
Use O to have the game decide for you, based on the character, how the stats
available to you should be spent.
Strike: Strength. Combines with your level to increase attack rating
Attack rating = 1 per level + 1 per Strike
Agility: Defense. Combines with level to increase defense rating
Defense rating = 1 per level + 1 per Agility
Body: HP. Combines with you level to increase health
HP = 25 + 5 per level + 10 per Body
Focus: MP. Combines with your level to increase energy & energy regeneration
EP = 30 + 4 per level + 7 per Focus
AI Level: determines how the character reacts when you're not controlling them.
Normal- Attack when opportunity arises. Balanced character.
Aggressive- Immediately attack your target. Attack character.
Defensive- Stay away from enemies, only attack when attacked. Mental attack
characters
AI Heal: determined if and when the character will use health packs for an
AI teammate
Never, less than 20% health, less than 40% health, less than 80% health
AI Power: when this character isn't being controlled, hit L2 to use this power.
Second Page: Skills screen
Use Up/Down to highlight skills
Use X to add points to skills
Use Square to subtract points from skills
Use O to have the game decide for you, based on the character, how the points
available to you for skills should be spent.
Note: only those skills in white can be added to. To add to those in blue
you'll need to level up to the required level.
Third Page: Equipment
Each character can have three items: A Backpack (top icon), A Belt (middle
icon) and a piece of Armor (bottom icon). These you'll either find along the
levels, or you can buy them from Forge once you start mission 2.
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02: The Walkthrough
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Mission 1 - New York:
Objectives:
Find Blob
Find Blob's trail and track him down
Defeat Mystique
Defeat Mystique to get to Blob
Defeat Blob
Defeat Blob to rescue Allison
Get to the X-Jet
Make your way through the rooftops to the X-Jet
You start as Wolverine. It's mostly linear, just follow the yellow question
marks along, kicking ass all the while as you get used to the game's controls.
Tip #1: Use R3 to toggle and resize the world map.
Tip #2: Breaking stuff can net you items.
The "breakable items" include: trach cans, potted plants, benches, pillars,
all sorts of stuff. If you get a break from the action, try busting anything
around you; you might be surprised.
Follow the linear path downstairs into a lava-filled subway area. Exit back to
the street.
Tip #3: Use Square to pick up items, then Square again or X to throw the item
in the direction you're facing. Large objects require the "Might" ability.
(Then again, if you don't have Might, just break it. That simple.
Tip #4: Use Triangle to jump. Follow it with O while you're in the air for an
aerial attack that'll get you a little farther than a regular jump, as well
as damage whoever you land on.
Tip #5: Use L1 to use a Health Pack (red) and R1 to use an Energy Pack (blue)
Yay! those big-ass footprints could be none other. Looks like you completed
the first part of your first objective. Also, off to the left (if the red
arrow is the top) are a Health Pack and Energy Pack). Head up into the next
area, West Manhattan.
Damn Brotherhood bastard. Anyways, follow thw footsteps and you'll see the
steps leading down.
Tip #6: Use Square near an enemy to throw them; use the Left Analog Stick to
control your throw somewhat. Throw enemies into other enemies, walls,
destructible objects, off buildings, you get the point. It's fun!
Go through the atrium area, but stop at the "exit", off to the left are
some destructibles with a prize inside! Basic Nanofiber Armor. Go ahead and
follow the steps into Central Park.
What a dirty trick! But they kind of gave it away.... Anyways, new objective!
Tip #7: Hold R2 to bring up your powers screen. Press the button relative to
the power (X for bottom one, Square for right one, Triangle for left one,
O for top one) to activate those powers
Across the bridge for another Brotherhood encounter. Up the steps to follow
along. Keep going past the arch to find more Health & Energy packs. There
are stairs next to the arch, go up them to continue.
Tip #8: Ususally there are multiple ways to get around an obstacle. But in
this case... HULK SMASH!
Tip #9: Use your powers to effect the environment. In this case, you don't
have Iceman, so I'm not sure why they threw this in here.
Just bust the fire hydrant to go on.
Tip #10: The big blue Xs are Extraction Points (a big word for Save Points).
Once you get to mission 2, they can be used to swap teammates and buy items.
Uh-oh, who's that on top of the arch?
Mini-boss: Mystique, 3 goons at a time
Objective complete, continue on to East Manhattan.
Yay! a teammate! You now have Cyclops on your team. Keep following Blob's
footprints, killing more goons along the way.
Tip #11: To switch to a teammate, press the directional pad in the
direction of the teammate in you HUD (i.e.: when Cyclops joins, press Left
to control him and have Wolverine on AI).
Tip #12: If you find your allies doing retarded AI stuff, press L2 and they'll
stop what they're doing and come right over to you.
Tip #13: Press L2 during combat to have your allies perform the move specified
under "AI Power" on their stats screen.
Looks like the level might be coming to a close! Oh no!
New objective,
Boss: Blob
Strategy: Not too hard, just keep using Cyclops' Optic Beam move with L2 and
either hit, combo, or Brutal Slash with Wolverine.
In the rubble lying just down the alleyway past Blob, there's a Basic Power
Enhancer. Exit to the East Rooftops
Just keep going through the rooftops until... oooh... new goon. Watch out!
He can blast you with green stuff! But now, you can throw people off buildings,
and into either Cyclops for a combo, or into Allison. Once you enter the
building, pick up the comic book (they give you bonuses once you look at them
in the mansion. Also in this little area is a Basic Weakness Analyzer. Keep
going along, killing the baddies as you see fit. Exit over to the North
Rooftops.
Just keep going, until you get to an area with wooden planking going to it,
a staircase going up and wooden planking leading off to another building. The
other building has a green guy straight ahead with a Health Pack and an
Energy Pack; off to the side there's another area with Health and Energy
Packs. Now go up the stairs, collecting the Danger Room disc. Just keep going,
and you'll reach the X-Jet.
Mission Complete!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Intermission - The Mansion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
Explore the Subbasement
Finish the subbasement tour before starting the next mission
Start new Mission
Go to the War Room to start the next mission
Explore the X-Mansion
Explore the masion to meet various X-Men
Contact Forge
Use the console in the War Room to talk to Forge
Now you get to control Allison (Magma). You can have Jean show you around the
mansion, have Prof. X take you to the underground area, or explore on your
own. I prefer to take the tour with Jean, for the conversation, then Prof. X's
tour of the underground (again, for the conversation), then explore on my own.
You learn a lot about the X-Men, and the dialog in Cyclops' room is kinda
funny.
Tip #14: Explore the mansion.
Tip #15: Use Square to open doors and use objects
Things to do:
Study - View X-Men bios: All the characters you've met so far are
available to see here.
Library - Review Comics: Look at all the Comic books you've
collected so far and the bonuses they
give your characters.
Day room - See Cinematics: View any or all of the cinematics seen
so far.
Colossus' room - see Concept Art: view any concept art you've picked
up so far.
Living room - Play Trivia Game: Play an X-Men trivia game for 6 exp a
question (spoilers below).
Workout room - view load screens: see any of the loading screens seen
so far.
War Room - Contact Forge: Talk to Forge at Muir Island (objective).
War Room - Use War Room Comp.: Start a Mission (objective).
Danger Room - Danger Room Console: Train using the Danger Room programs.
near Xtraction point - Elevator: (if you don't know what an elevator does...)
Brig - Review Enemy Bios: Much like "review X-Men bios", only for
the bosses.
Once you're done chumming around with Prof. X, tell him you're done with the
subbasement tour to get on with it. New objectives! Now's about time to break
out the ol' X-cyclopedia Britannica for the trivia game (though if you've been
following the X-Men for a decent amount of time, you should be able to breeze
through it without my spoiler section) and test yourself in the Danger Room.
Spoilers ahoy! Spoilers ahoy! Read not ahead if ye wish to learn on yer own!
(or search for ***END*SPOILERS*** and it'll skip past it)
Trivia Time! 50 total questions, which the game throws at you in no
particular order (though they have been alphabetized here)
Total max EXP here: (50x6) = 300! More than enough to get you started!
A nickname for Cyclops is:
#2: Slim
Against her will, Psylocke's mind was transferred into the body of:
#1: A ninja
Aside from being a powerfulk telepath, Emma Frost can also:
#3: Change to diamond hard substance
Cyclops derives the energy for his optic blast from:
#1: Solar energy
Cyclops' father was the leader of what group?
#1: The Starjammers
For a short time, Jean Grey was a member of:
#2: The Hellfire Club
Forge is a member of which Native American tribe?
#3: Cheyenne
Gambit's father trained him to be a:
#1: Thief
Gambit's power is the ability to:
#1: Charge objects with kinetic energy
In addition to Wolverine, who has been an experiment of the Weapon X program?
#3: Sabretooth
Jubilee is the unofficial sidekick of which X-Man?
#5: Wolverine
Juggernaut received hid fantastic powers from:
#1: A gem of Cyttorak
Kitty Pryde has a pet dragon named:
#2: Lockheed
Magneto's outer space base, Asteroid M, has also been referred to as:
#1: Avalon
Moira McTaggart rund which facility?
#3: Mutant Research Center of Muir Island
Moira's son, Kevin McTaggart, was also known as:
#2: Proteus
Name the machine Xavier uses to augment his psychic powers:
#5: Cerebro
Nightcrawler is originally from:
#5: Germany
Of these characters, which was the first X-Man?
#5: Cyclops
One name Mystique goes by is:
#1: Raven Darkholme
One of Storm's favorite hobbies is:
#5: Gardening
Professor Xavier built Cerebro with the aid of:
#1: Magneto
Psylocke is from:
#1: England
Rogue had once been involved with which evil mutant?
#4: Magneto
Sabretooth and Wolverine worked together doing covert operations for:
#3: The CIA and Weapon X
Storm's biggest fear is:
#3: Enclosed spaces
The address for the X-Mansion is:
#2: 1407 Graymalkin Lane
The comic book X-Men #1 featuring the X-Men and Magneto appeared in:
#5: September 1963
The first five members of the X-Men were:
#3: Cyclops, Iceman, Angel, Beast and Jean Grey
The metal bonded to Wolverine's bones is:
#3: Adamantium
The Morlocks took their name from:
#2: The underground race in H.G. Wells' novel 'The Time Machine'
The original X-Men went to Coffee A-Go-Go to listen to a beatnik
known as:
#1: Bernard the Poet
Toad's real name is:
#2: Mortimer Toynbee
What is the Xavier Protocol?
#1: Files listing the secret identities of all known mutants
When did Colossus first turn into his metal form?
#2: Stopping a runaway tractor
When do a mutant's powers normally first activate?
#1: During the teenage years
When Jean Grey is overwhelmed by her powers, she becomes:
#1: The Phoenix
When Shadow King first met Professor Xavier, he was known as:
#4: Amahl Farouk
Where did Jubilee live for a short time?
#1: Hollywood shopping mall
Which is a codename for Kitty Pryde?
#2: Sprite
Which X-Man is immune to Rogue's power?
#3: Colossus
Who in this group is a mutant?
#4: Bobby Drake
Who is next in line to lead the X-Men if Cyclops is unable to?
#3: Storm
Who is Cyclops' brother?
#2: Havok
Who is not truly a mutant?
#2: Juggernaut
Who isn't a member of the Brotherhood?
#3: Gateway
Who developed Sentinels as a deterrant to mutants?
#5: Bolivar Trask
Who wears a helmet to protect against psionic attacks?
#2: Juggernaut
Why can't Cyclops control his optic blast?
#1 Head trauma suffered as a child
Wolverine was forced to slay the father of the woman he loved. What was the
father's name?
#1: Shingen
***END*SPOILERS***
Now that you've got experience, try out the Danger Room.
Danger Room
Freshman
Sophomore
Junior
Senior
X-Man
Legend
Obviously, if this is when you first get to the Danger Room, only "Freshman"
will be highlighted. Also, the courses with an asterisk (*) are ones you get
through the Danger Room Discs you find through the course of the game. Also,
when you kill an enemy in the Danger room, you still get EXP. Hell, I went
from level 1 with Magma to level 6, just through the Danger Room & Trivia.
Danger Room Courses
Freshman:
Name Req. Lvl Rew. Bonuses
Setting 101 - Hidden Goods 0 1 1 Efficiency
Setting 102 - Throwing 1 1 1 Efficiency
Moves 101 - Triple Hit 1 2 2 Efficiency, Untouchable
Moves 102 - Knockback 2 2 2 Efficiency, Untouchable
Moves 103 - Popup 2 2 2 Efficiency, Untouchable
Moves 104 - Trip 4 3 3 Efficiency, Untouchable
Moves 105 - Stun 4 3 3 Efficiency, Untouchable
Moves 106 - Throw 4 3 3 Efficiency, Untouchable
Teamwork 101* 9 4 4 Efficiency, Demolitionist,
Tactician, Untouchable
Teamwork 102* 9 5 4 Efficiency, Demolitionist,
Tactician, Untouchable
Combined Powers 101* 14 6 5 Efficiency, Demolitionist,
Tactician, Untouchable
Combined Powers 102* 14 7 5 Efficiency, Demolitionist,
Tactician, Untouchable
Qualifying Exam 100* 28 8 Soph. Demolitionist, Tactician,
Untouchable
Sophomore:
Name Req Lvl Rew. Bonuses
Protect 201 28 8 2 Demolitionist, Tactician,
Untouchable
Defend 201 28 9 2 Demolitionist, Tactician,
Untouchable
Protect 202* 34 10 3 Demolitionist, Tactician,
Untouchable
Defend 202* 38 11 3 Demolitionist, Tactician,
Untouchable
Focus 201* 38 12 4 Efficiency, Demolitionist,
Tactician, Untouchable
Focus 202* 40 13 5 Efficiency, Demolitionist,
Tactician, Untouchable
Qualifying Exam 200* 43 14 Jun. Demolitionist, Tactician,
Untouchable
Challenge - Beast* 0 8 Item Efficiency, Untouchable
Item - Bands of the Beast
Challenge - Rogue* 0 12 Item Efficiency, Untouchable
Item - Gauntlets of Wrath
Challenge - Cyclops* 0 10 Item Efficiency, Untouchable
Item - Visor of Retribution
Junior:
Name Req Lvl Rew. Bonuses
Combined Powers 301 43 15 2 Efficiency, Demolitionist,
Tactician, Untouchable
Combined Powers 302 43 15 2 Efficiency, Demolitionist,
Tactician, Untouchable
Survival 301 45 16 3 Demolitionist, Tactician,
Untouchable
Survival 302* 49 17 3 Demolitionist, Tactician,
Untouchable
Assault 301* 50 18 4 Efficiency, Demolitionist,
Tactician, Untouchable
Assault 302* 55 19 5 Efficiency, Demolitionist,
Tactician, Untouchable
Qualifying Exam 300* 57 20 Sen. Efficiency, Demolitionist,
Tactician, Untouchable
Challenge - Wolverine 0 18 Item Untouchable
Item - Claws of Rage
Challenge - Storm 0 17 Item Efficiency, Untouchable
Item - Goddess Medallion
Challenge - Iceman 0 18 Item Untouchable
Item - Winter's Fury
Senior:
Name Req Lvl Rew. Bonuses
Protect 401 57 20 2 Demolitionist, Tactician,
Untouchable
Protect 402 57 21 2 Demolitionist, Tactician,
Untouchable
Sabtage 401 59 22 3 Efficiency, Demolitionist,
Tactician, Untouchable
Sabtage 402* 61 23 4 Efficiency, Demolitionist,
Tactician, Untouchable
Focus 401* 66 24 5 Efficiency, Demolitionist,
Tactician, Untouchable
Focus 402* 70 25 6 Efficiency, Demolitionist,
Tactician, Untouchable
Graduation Exam 400* 75 25 X-Man Efficiency, Demolitionist,
Tactician, Untouchable
Challenge - Phoenix 0 20 Item Efficiency, Untouchable
Item - Mantle of the Phoenix
Challenge - Nightcrawler 0 22 Item Efficiency, Untouchable
Item - Agility of the Acrobat
Challenge - Magma 0 23 Item Efficiency, Untouchable
Item - Volcano's Might
Challenge - Colossus 0 24 Item Efficiency, Untouchable
Item - Soul of the Gladiator
X-Man:
Name Req Lvl Rew. Bonuses
Defend 501 70 24 2 Demolitionist, Tactician,
Untouchable
Assault 501 70 24 3 Efficiency, Demolitionist,
Tactician, Untouchable
Assault 502 74 25 3 Efficiency, Demolitionist,
Tactician, Untouchable
Survival 501* 79 26 4 Demolitionist, Tactician,
Untouchable
Survival 502* 80 27 4 Demolitionist, Tactician,
Untouchable
Sabotage 501* 86 28 5 Efficiency, Demolitionist,
Tactician, Untouchable
Qualifying Exam 500* 91 29 Leg. Demolitionist, Tactician,
Untouchable
Challenge - Jubilee* 0 25 Item Efficiency, Untouchable
Item - Hypnotic Skyburst
Challenge - Gambit* 0 27 Item Efficiency, Untouchable
Item - Dead Man's Hand
Challenge - Emma Frost* 0 28 Item Untouchable
Item - Diamond's Aura
Challenge - Psylocke* 0 29 Item Efficiency, Untouchable
Item - Heart of the Assassin
Legend:
Name Req Lvl Rew. Bonuses
Protect 601* 0 30 0 Demolitionist, Tactician,
Untouchable
Focus 601* 0 31 0 Efficiency, Demolitionist,
Tactician, Untouchable
Nightmare - Wolverine* 0 32 Item Efficiency, Untouchable
Item - Shi'Ar Mind Gem
Nightmare - Phoenix* 0 33 Item Efficiency, Untouchable
Item - Shi'Ar Body Shield
Nightmare - Cyclops* 0 34 Item Efficiency, Untouchable
Item - Shi'Ar Energy Armor
Nightmare - Colossus* 0 35 Item Efficiency, Untouchable
Item - Shi'Ar Battle Implants
Challenge - Legends* 0 35 Item Efficiency, Demolitionist,
Tactician, Untouchable
Item - Mask of Xorn
The "Bonuses" category is when you fulfill any of the listed things while on
that course:
Efficiency: Finish with time left over.
Demolitionist: Lots of power combos
Tactician: Use all heroes equally
Untouchable: Take very little damage
Once you're done playing around, head over to the Xtraction point to save your
game, then on to the War Room and use the War Room Computer to start a mission.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
End Intermission
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 2 - HAARP Facility, Alaska:
Characters available: Cyclops, Storm, Jean Grey, Wolverine, Iceman, Rogue
Objectives:
Shutdown Surveillance System
Shutdown the outer perimeter transformers that power the surveillance system
(five total)
Destroy tank defenses.
Destroy the tank to access the inner grounds
Find Door.
Find the transformers that power the exterior HAARP door and blast them to
gain entrance to the facility (six total)
Investigate the Brotherhood's activities
Find and confront the Brotherhood
Find Mystique or Toad
Attempt to discover the Brotherhood's evil plan
Fight Toad
Defeat Toad before he escapes
Okay, you get to choose 4 of you 6 characters to use, but don't worry, you can
always lug yourself back to the extraction point if you find yourself needing
someone else's powers.
There's a path leading off from the X-Jet (use the map to see it); follow
that along until you get to
Tip #16: Characters' powers can affect the environment in different ways.
Experiment when you see a blue marker.
You might see the blue X marker in the background of the tip marker. There are
a few ways to use this: Fly, using Rogue/Storm/Jean Grey, or use Iceman's
Freeze Blast to make a bridge. Or you could just take the long way around...
Now, keep going along, and you'll see a scene. HAARP people set fire to
some helpless branches. You'll need to set them straight! Use Storm's
Whirlwind or Iceman's Freeze Blast to take care of it, then kick the
crap out of the HAARP jackasses behind it. Keep going past to find the
first of five transformers (more than meets the eye!... oh, wait, not those
Transformers?) and do what you need to to blow it up. Now, keep going along
the path to find the next transformer. A little further along is the next
area, The Bridge.
Choices, choices. You can go up the path, or over the ice mound w/tractor.
If you go up the path, you'll eventually come to another transformer. One
enemy here dropped Black Tom's Cane, a Unique Backpack. There's also a
mound in the middle of the map that houses a fourth transformer. Slip
under the bridge to pop the last transformer, and get a new objective.
Now head up and cross the bridge.
Mini-boss: Tank, three goons at a time
Finish off the tank and enter the Outer Grounds.
New objective, just like the old objective, just more to do. Just follow along,
looking for the yellow dots. Once you get to the bridge, uh-oh! Looks like
you'll need to find another way out there. If you use Storm, Rogue, or Jean
Grey, fly up to the train tracks and onto the top of the train car over the
ravine. There's a skill point up there. Also from that vantage point, you
should be able to see you land-bound characters' way of crossing; there's a
metal, uh, something spanning the gap. Over in the little alcove area, look!
It's another transformer! And across the pathway is #3. Exit out to the Inner
Grounds.
Off to the left of the path, there's a hut; you can walk on to the top of it
(or fly) and above that is another transformer. Keep going along on this ridge
to #5. Hop down to the road, and on top of the first big building you come to,
there's a Danger Room Disc. Keep going on that top area to get to the last
transformer. Now, once you hop back down on the road, there's a cutscene, then:
Mini-boss: Tank, Goons, Flamethrower Goons
After you bust down the tank, enter the HAARP Facility.
Just wander around, go through the door, but then.... What's this? A green
barrier? Cyclops' Optic Blast can't penetrate it, but Storm sure can blast that
bastard with Lightning Strike. Afterwards, head through the door to your right.
Then, use Rogue to bust the crap out of the walls (it just looks so cool).
There's a few guys on the other side (in a "ambush", though they're in plain
sight), so take them out (note that the one with the green around him is
physical resistant, so blast him with Cyclops and Storm). Keep going through
the walls, and in to their "game room". Oooh, a pool table. Special. Keep
going on into the next warehouse-like area. There's another one of those
physical-resistant guys in there, but he drops a keycard. Sounds necessary.
Head back to the red arrow on the map, and into the Mess Hall.
Yeah! Break the walls down! Lots of baddies to fight and walls and assorted
objects to break. As you're going down the first hall, after the door leading
to the next room is a door to the left. Inside is a Danger Room Disc.
Eventually, you'll come to another green barrier. Again, there's a loop around
it. After the barrier, the wall explodes and another green, physical resistant
guy is there. Hmmm... the door doesn't open. Must be able to come back later.
Anyways, follow the path along to the red arrow to Systems Operations.
Ooh, looks kind of dangerous, down that catwalk, don't it? Just cross over, and
a physical-resistant guy awaits. He fled into the next room for me, so it was
him and a room-full of guys vs. me and my three. I don't think I need to tell
you who won. Also, everything in the computer room can be busted by Rogue! Just
keep to the path, and into an open room, with another physical-resist guy in a
recessed area. Follow the path along the side into another room. Once again,
just keep following that path they lay out for you. You'll eventually get to
another door to yet another area: Satellite Control Center.
****Iceman Comic****
Well, judging from the loading screen, I'm guessing there's a boss ahead,
probably Pyro. No, they couldn't be that bold. Well, if the load screen wasn't
a giveaway, the Xtraction point sure is. Cutscene, then:
Mid-boss: Pyro & Flame Demons
Well, one objective down, but another damn one pops up. Well, keep going along,
now. As far as I can tell, you can't put out the fire off in the corner (tried
Storm & Iceman, but nothing). You'll find a new type of henchman that's energy
resistant. Ooh. A Well-tossed explosive object to the head still works fine,
though. Keep going, and you'll get to an area with an elevator; off in the
corner is a green box with a Comic Book in it. Hop on the elevator to go to the
Main Tunnels.
Use the Xtraction point, and follow the tunnels along, as usual. You'll need
Iceman for the next area. He's needed for a bridge. Afterwards, just keep
following the path, killing anything that moves. Fight off the Brotherhood
Usurper (physical resist... damn, don't they get tired of these?). Pick up
another Danger Room Disc in the room beyong the Usurper. And once again, down
the elevator, this time to the Exterior Access Tunnels.
Boy, don't this sound repetitive? Keep following the path, stupid. At the end
of the path, it curves to the right, with a few Brotherhood Goons (yay! all
physical resistant!). After mercilessly killing their sorry asses, there's a
Sketchbook on the ground. Then, we've all seen this before. Whip out Iceman to
magic up a bridge across the chasm. Ooh, more goons. And...that's funny....
Usually the Xtraction point is at the base of the elevator.... Unless.... Use
the VTOL pad.
Boss: Toad
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Intermission - The Mansion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
Sentinel Flashback
Talk to Nightcrawler for the Sentinel Flashback
Magma Test
Go to the Danger Room to learn more Magma's powers
Locate Prof. X and speak to him
Find Prof. X in the subbasement
Juggernaut Flashback
Talk to beast for the Juggernaut Flashback
Meet in War Room
Go to the War Room for a mission briefing
Just wander around. There;s four people you can talk to in the outer area:
Iceman, Jubilee, and two generic students. Once you head back inside, you'll
find it a bit more populated than last time. Not everyone want to talk,
though. After exploring the first floor, you'll come across Nightcrawler,
who'll let you fight a Sentinel.
*****
Sidequest - Sentinel Flashback
Objectives:
Defeat the Sentinels
Battle the Sentinels and destroy them
Protect the city
Protect the city
Find escape route
Find an escape route through the city, but defeat the Sentinels along the way
Hold out against the Sentinels
Survive as long as you can.
You'll have Wolverine, Nightcrawler, Jean Grey and Cyclops for this. Start
by whupping "Alpha Sentinel" all over the place. Head back a little bit and
off to the right will be asmall alley. Inside is a Danger Room Disc. Follow
the street past the XTraction Point to Eighth Ave. Two more Sentinels. Head
off to Ninth Ave. From where you start, head down the alley, but when you
come to a T, go off to the side. 1 Sentinel down. Go back to the T and head
up. 3 Sentinels down. Keep heading down the only way not blocked by police.
Hey, isn't that nice? The police will actually fire on the Sentinels for
you. Well, all 5 Sentinels are down now, so the only thing left is to hit
that red arrow to Tenth Ave. 8 total Sentinels here, just explore the map
****Nightcrawler Comic****
and they show up like flies. Then back to the mansion
*****
Up on the second floor, there's
not much, unless you didn't do the trivia game. You can look at the sketchbook
in Colossus' room. Once you're ready, go to the subbasement. Talk to Toad,
then head over to the Danger room for
Tip #17: Use Danger Room Discs to unlock new missions
Have a chat with the good Professor. Looks like Allison is one damn powerful
chick. Afterward, talk to Beast for yet another Flashback.
*****
Sidequest - Juggernaut Flashback
You'll have Beast, Iceman, Jean Grey and Cyclops here; just follow
Juggernaut around, kicking his ass. At points he drops Unique items.
I got Caliban's Shroud and The Exodus Cloak. After whupping him down,
you return to the mansion.
*****
Now head over to the War Room for the next assignment.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
End Intermission
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 3 - Old Sewers, New York City:
Characters available: Cyclops, Jean Grey, Storm, Wolverine, Iceman, Rogue,
Beast, Nightcrawler, Jubilee
Objectives:
Rescue Gambit.
Rescue Gambit from the Morlocks.
Shut off water flow from the reservoir.
Find a way to shut off the water flow.
Find Healer.
Locate Healer and talk to him.
Find Marrow.
Locate Marrow and talk to her.
Now you've got a lot of characters to choose from, but, as always, you can
swap them at an XTraction Point. Let's see... XTraction Point, door, gated
area... where to go? Well, at least the Morlock Brutes are only Physical
Resistant, as opposed to those damn Brotherhood Goons. Keep going around
until you get to the yellow X. Use Storm's Lightning on it, then continue
on. Head over to the red arrow to go to the Mainline Reservoir.
Loop around the first area, into the hallway; it doesn't matter which way you
go, they both end up in the same spot. Guess what? Just keep going along into
the next area. From here you can head off to the East Trunk Line or the
West Trunk Line. I'll do West first
If you go left from the start point, you'll find a Danger Room Disc. Head
back to the start point and go left again (straight if you didn't pick up
the Danger Room Disc). Both exits from this room lead to the same place. In
this next room, you're trying to head across the sewer ditch, into the next
area. Through there is another tunnel, and, amazingly, where the yellow X
is, is where your target's at! Target 1 of 2. Head bak to the Mainline
Reservoir and take the East Trunk Line.
Across where the first yellow X is located, is a Comic Book. Just follow
the path and you'll eventually get to a Morlock Giant (physical resistant).
Again, just keep following the path around to fight more Morlocks and get
closer to your goal. In the are just before you get to the other yellow X,
go off to you right to get another Sketchbook. Shut down the second pump,
and head back to the Mainline Reservoir. Head down into the previously-
inaccessible central area and into the Morlock Haven.
Well, not much to do here. You can run around the outer ring, talking to the
Morlocks, or head to the inner area to find Healer & Marrow. Healer will now
sell you Health & Energy Packs, Danger Room Discs, and give you a chance at his
Grab Bag for a random item. Well, talking to Marrow really didn't go anywere.
At least you can exit out of the area now, through the other red arrow, to
Mainline North.
Follow around, follow around, follow around. If you feel like saving, head over
to the XTraction Point, otherwise, head up to the T and take a left to get a
Sketchbook inside. Loop around to where the other fork from the T would have
taken you, and go through the door. This big room is a long L shape. at the end
is the entrance to the Filtration Reservoir.
Keep going down the hallway, and on to a catwalk. Down a ways are two platforms
with Morlock Goths on them; one platform has a Danger Room Disc on it. Be
careful getting over there though, since falling in the muck will kill you.
After the catwalk is another two-way split that leads to the same spot: an
XTraction Point and a red arrow. Head off to 22nd St. Steam Works.
Looks like a nice litle arena setup here... don't it?
Boss: Marrow
Yay! A new character! But no intermission....
Mission 4 - U.s.s. Arbiter:
Characters available: Cyclops, Jean Grey, Storm, Wolverine, Iceman, Rogue,
Beast, Nightcrawler, Jubilee, Gambit
Objectives:
Stop the Brotherhood.
Prevent the Brotherhood from destroying the U.S.S. Arbiter.
Disable the Sentinel Launch Tubes.
Destroy the Sentinel Launch Tubes to disable the security force field (four
total).
Get to the lower decks.
Enter the interior of the ship.
Repair the hull breaches.
To give yourself more time, repair the breaches.
Save crewmen.
Save the friendly crewmen before the Arbiter sinks.
You should see the first Sentinel Launch Tube ahead of you. take it out, along
with any resistance you find. If you need 3 of each Pack, head down the stairs
to the left, on the side of the ship the first Tube was on. Afterwards, head up
the other set of stairs. The next Tube is on the other side of the ship. Head
up that side to the next area, with the last two Tubes. Head around the other
side of the ship to the Aft Flight Deck.
You know the routine, fight, fight, save. Head up the steps.
Mid-boss: Sentinel Controller
Afterwards, there's nothing else you can do on the deck of the ship, so head up
the steps towards to yellow X. Use the crane controls and head back to the
deck. Have someone fly up and beat on the yellow sub-thing. You're dropped into
the Hangar Lift.
Just keep killing the stupid enemies that keep coming for you, and eventually
head up to the staircase labeled "D-34". Fight a few more enemies, then head to
the Aft Hatchways.
Looks like the Brotherhood already mopped the floor with these guys. Blow up
the little box marked with the red arrow/yellow X to stop those damned
Sentinels from popping up (or leave it going 'til you've leveled up). Keep
going past where the Sentinels were and head up the stairs and across the
catwalk. Kill off the group of enemies, then the little generator-looking thing
with the blue arrow. Head through the door and around the corners to a
stationary gun. Blow it up, then around the corner again are more guys, kill
them and use the control panel to drop the blue forcefields. Head to the red
arrow to the Starboard Launch Bays.
There's an XTraction Point just inside. Go on and use it, since you don't know
what's around the corner. Oh wait, you're reading this guide, so you can just
read down to see what's around the corner. Sentinels! Yay! Just head up the
stairs and on to the next part. Hey, what's that? That thing emitting those
blue waves? Well, it didn't stick around too long for me to find out, that's
for damn sure. Further along, more Sentinels! Keep along, and you'll come to a
bunch of connected rooms. Most of the walls here are breakable, so go to town,
and find the Sketchbook in the corner of one of the rooms. The red arrow leads
to the Fore Launch Bays.
Oh goody, more Sentinels. At this point, I'm pretty sure you know what you're
doing, wither milking them for EXP or just blasting the little control box and
blowing by them. Now, keep going on, and you'll eventually get to an auto-gun
with a blue barrier in front of it. Why, I don't know. How to deactivate the
barrier, I don't know either. Just go around, and blow up the gun. What's funny
is that the barrier stops the gun's bullets, just like it would stop you or
your powers. Hmmm.... You'll eventually see the makings of yet another
Sentinel-spout. Afterwards, keep on going. Wow, the last yellow X ISN'T
Sentinels. It leads to the Brig.
I'm going to suggest your team from here: Storm and Iceman are a must. Well,
either Storm or Cyclops, but Storm's easier to use. Now that you've got some
new objectives, let me let you in on a little secret: use Cyclops or Storm to
seal the cracks in the hull. Those powers they have that say "Can weld"?
They're for use here (and in the X-Man level graduation course). Also, you get
to rescue the crewmen. Just talk to them, then head over to the yellow X that
marks the lifeboats. In the area with the second crewman, there's a comic book.
Once you've rescued the two crewmen and sealed the three cracks, proceed
through the red arrow to the Infirmary.
2 more crewmen, 2 more cracks. There are a few control panels to operate, but
you can see those through the map. Look at the map. It is a very useful tool.
Pretty much just navigation through the map can work, though you'll still need
to lay the smack down on whoever gets in your way. Oh, and btw, there's also
another lifeboat exit here, just past the first crewman (use Iceman to build a
bridge to him, then Storm/Cyclops to weld the two cracks). On to the Galley.
Oooh... lots of yellow dots. Well, on to the first one. But before that, just
after the first forcefield is a door with a forcefield; to get inside, go
around the side to a catwalk over the water. At the end is a cracked wall you
can use to get inside and get at the Sketchbook. Use Iceman to build a bridge
to the next area, and Storm to fly over to the crack. Keep going on until
you've rescued the two more crewmembers. Proceed to the Maintenance Division.
And some more people to save. There's a spot where you'll need to use Iceman to
make a bridge, and have Storm/Cyclops blast the cracks. And always you have to
take the long way! Damn! Well, at least no boss. Once you save the last
crewman, you get a CG sequence with... mmm... mutie booty. I just keep thinking
of Rebecca Romijn when I see Mystique.... Ahem, what was I saying? Oh yes...
the intermission....
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Intermission - The Mansion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
Locate Storm & Wolverine.
They're somewhere in the subbasement. Talk to them.
Explore the mansion.
Uh, duh! Do I really need to spell this out for you?
Defeat Mystique
Defeat Mystique to get to Blob.
Defeat Blob
Find Blob's trail to track him down.
Meet in War Room.
Meet at the War Room to start the next mission.
Find wolverine and talk to him.
Duh.
No one to talk to on the top floor, but you can check out your newest artwork
in Colossus' room. Go down to the ground floor. You can have a chat with
Nightcrawler, head on over to the library to boost up the characters with
whatever comics you got, have a chat with Iceman in the dining room. Talk with
Jubilee in the living room. You can't go to the Front Lawn or Estate Grounds,
so head downstairs to the Subbasement. Chat with Beast, then Jean Grey at
Cerebro, then head to the Danger Room to chat with Storm and Wolverine.
Well, your new objectives sound a lot like the first level.... And you already
know about the first level, so I'm not gonna give you another walkthrough. Just
read the same stuff from above, without all the breaks for the tips. Okay, so
there's different enemies here, and different items. Also, in the area after
Pyro, all the way at the end of the path is a Comic Book. Just past there is a
Sketch Book, hiding under some fencing, just before the pipe you have to break
into.
And now you get to use Magma in field missions! Now, if you were following me
correctly, you should have another Comic and Sketch Book. Head to their
respective places to check 'em out. Anyone you talked to before has something
new to say about you becoming an X-Man (or -Woman, for that matter).
Wolverine's in the X-Jet Hangar, and he lets you go through the Weapon-X
Flashback.
*****
Sidequest - Weapon-X Flashback
Objectives:
Catch the director.
Find the director of the Weapon X project.
You start in the tank. Bust out. It's still really just a one-way area, not
really any side-spots. Just keep going until to get to a red arrow for Lab
Support. Just keep on going through to Fission Gate. Along the way there's a
Danger Room Disc for Survival 302, in case you haven't picked it up yet from
Healer. As you get to the next XTraction Point, the camera pans around, showing
you the various things in the room. You'll need to head to the left, jump over
the green stuff and use the control panel to deactivate the Automated Defense
Control. Head back to where you came, and go past, over another river of green
stuff, and down the next stairs. Now, brave the flamethrowers (or just time it
right), note the last one can be a bastard. Now, head down to the top of the
last staircase before you get to the center. Wait until the big thing blasts
it's greeny goodness into the center, then rush around the side of the center
and up the staircase at the end. Then, more flamethrowers and green goo-
hurdling, and finally... the Director!
Sidequest finished
*****
Now, so long as you have nothing else to do, head to the War Room to start the
next mission.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
End Intermission
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 5 - Boshnoy Nuclear Plant, Russia:
Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
Gambit, Nightcrawler, Jubilee, Magma
Objectives:
Stop the Brotherhood.
Find them and stop them immediately.
Locate Colossus.
Find him and see what you can do for him.
Redirect Coolant.
Find the pumps and redirect the coolant by turning them on (4 total).
Raise coolant level.
Find the controls to the main vat and use them to raise the level.
Locate a helpful scientist
Duh!
Well, starting out, talk to the Lab Tech for a new objective (the old one was
kind of vague). Head around the area, mopping up the Nuclear Security guys,
heading to the Turbine Facility.
Now, keep heading on, and when you get to the first yellow X, you now have 2
choices, thanks to Magma. Either an Ice Bridge, or a Molten Lava Bridge. Head
past there and to the left to use the control panel that operates the green
forcefield. On to the next area, the Reactor Core.
Head across to the Lab Tech and he gives you another new objective. Head past
him, and use the first panel you see to raise an elevator. Past that, after
wading through Acolytes, is another panel, across a catwalk. Wait until the
electric-generating thing is at the bottom of it's cycle, then dash across, hit
the panel, then after the scene, wait for it to get to the bottom again, then
dash back across. Head across the other catwalk past the red arrow and have
someone who can fly go down just off the end; at the bottom, there's a platform
with a Comic Book. Then go into the Coolant Pumps.
Head right at the first fork, then go along until you see (on the map) a yellow
X. Here, make a bridge with Iceman/Magma. Cross over. Two of four down. Head
back to the second fork. Loop back to deactivate the forcefield, then back up
to where the other three yellow X's are. Another bridge, and all four down.
Head back to the Reactor Core.
Straight ahead of you is the control panel you need to use. There's two
objectives down, two to go. Talk to the Lab Tech for some gratitude, then head
through the recently-opened door to the Conversion Sequencer.
Use the control panel to have the elevator take you down. Hey! There's
Colossus! What's Up? Oh s@#$! We have 20 minutes until a nuclear explosion!
And apparently, we can avert this with the aid of a "helpful scientist".
O-kaaay. Head down the catwalk, and there's a fork just past Colossus. Take the
right path to use the first Control Panel here. go back and take the left fork
to continue on. Go on until you get to the door to the Secondary Control
Center.
Go down, and make a bridge, so the Acolytes across from you can die. Well, the
helpful scientist wasn't very. Use the control panel near him to drop a
forcefield. There's a Sketchbook here, in an area you can only fly to. It has
an Acolyte Master guarding it, though. Head to where the forcefield was, into
the Condenser Controls.
Keep wandering through here, and you'll eventually see a Danger Room Disc for
Challenge - Storm, if you don't have it already. The control panel just below
the Disc shuts off the flames in front of the next door, leading back to the
Conversion Sequencer, this time, the top area.
After you use the control panel, you can have someone fly past the working
reactor you see over to an area with a Danger Room Disc (Assault 302) and a
stat point. Afterwards, use Storm's Tornado to push the reactor parts together,
then zap 'em with Lightning. Once both are done, a scene with Colossus. Mission
Complete!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Intermission - Muir Island
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
Talk to Forge
Duh!
Reboot the Mainframe
Reboot it for Forge
Well, take your time here, since it's a new, non-hostile area. Talk to Moira,
and you can head around to talk to Multipleman. As you work your way around,
chat with Colossus, then head downstairs. In the "outer ring" of the central
area, there is another Sketchbook. Head around to the next set of stairs, and
you can see a scene with Cyclops and Havok. Head back down to the central area,
and there is a small area off to the side. Forge is in there. Talk to him.
Now you're in the Mainframe area, doing Forge's job. Go around the catwalks to
the first yellow X. Hit it, but it doesn't do anything. Bust out the window to
the right or left and head down into that area. Destroy the debris that's
laying on the center section, then head over to the next yellow X to raise the
bridge. Be sure to be on it when it goes up. Afterwards, hit the next X to find
out you have more to do. The control stations are on the bottom of the first
area in the Mainframe. Hit them both, then head back to the "Main Console" in
the center of the second section, to complete this part.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Intermission - The Mansion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
Meet in War Room
Start next mission.
You start at the pool, so head around, talking to people. Head over to the
high-dive part of the pool for a Sketchbook. Colossus is up near the entrance
to the Mansion. And check it out! Another new character! Cyclops is just down
the hall. Head over to the Library to use the new comic you got, then up to the
Dorms, if you want to check your new artwrok, otherwise, down to the
subbasement. You can talk to Beast in the lab, and there's a Comic down by
Toad. Then, either head back to the library to boost up a character, or to
the War Room for a briefing. Also, Nightcrawler is there, have a chat.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
End Intermission
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 6 - The Mansion:
Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus
Objectives:
Locate cloaked Soldiers.
Find the GRSO Soldiers in the front yard. Jean Grey will reveal them.
Locate cloaked Soldiers.
Find the GRSO Soldiers in the back yard. Jean Grey will reveal them.
You start on the basketball court. Consider the side of the court with the exit
as North. As you exit the court, Jean will show you 2 GRSOs and 2 Infiltration
drones. Head to the East. on the South side of the pool area, 1 more GRSO and 2
Infiltrators appear. In the central path leading away from the pool, 2 more
GRSOs and 1 Infiltrator show up. GRSO #6 and an Infiltrator show up just
outside of the Tennis Court entrance. #7 shows up at the southern area of the
Mansion's deck area, just off the southern door of the Mansion. #8 and an
Infiltrator show up on the West side of the Basketball court, south of the deck
area. #s 9 & 10 are at the NW side of the hedge in the center of the map. Now,
follow the path to the Front Yard.
GRSOs 1 & 2 show up with 2 Infiltrators where the path turns to the N, if going
off the same directions as before. In the SW corner, there is 1 more GRSO and 2
Infiltrators. 3 GRSOs & 3 Infiltrators show up at the center of the map, to the
West. In the NW corner, 1 more GRSO and 1 more Infiltrator show up, though I
had another GRSO and Infiltrator pop up on a sweep of the area. #8 and an
Infiltrator are at the Northern center of the map, where the path starts in a
circular area. #9 and an Infiltrator are at the NE corner of the Mansion. #10 &
11 are at the front door, along with two Infiltrators.
Well, that was a short one....
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Intermission - The Mansion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
Locate Jean Grey.
Find her and talk to her.
Explore the Mansion
A-duh!
Mission selection
Meet in the War Room to start the next mission.
Everyone still has the same crap to say, so you might as well just head on over
to Cerebro to talk to Jean.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
End Intermission
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 7 - Astral Plane / Weapon X:
I'll be dealing with the Astral Plane first.
Mission 7a - The Astral Plane:
Characters: Jean Grey, Emma Frost, Professor X
Objectives:
Rescue Illyana
She's trapped in the Astral Plane. You get to rescue her.
You start at the XTraction Point. Head in the direction of either yellow X (if
XTraction Point is in the Southwest, I went with the East one first) and keep
touching the switches until you eventually get to the one that works. Hit that,
then go for the other one. The Western one you have to hit with a Telekinetic
Blast. Now that both are triggered, the way ahead is open. Ooh, spooky Astral
creatures. Once you kill them all, a switch appears in a lower courtyard. Hit
that, then proceed. Off to the South side of this next area is a Danger Room
Disc; keep going afterwards on the main path. Just head into the spooky gate on
towards the Chamber of Echoes.
If the entrance is South, the paths to the North and West connect in a small
area with some Astrals, the paths to the East lead onward. In the next area,
the South leads to more enemies, while the North leads forward. At the
XTraction Point, the West leads on, while the East holds more enemies and a
Danger Room Disc. Head West into The Endless Stairs.
Just hop on down, and head either way. If the base area is South, and the
direction you head away from it is North, then to the West are some more
enemies, to the East is the path. The spookiness! Oh, who is that most evil-
sounding of voices? (well, I'm betting it's the Shadow King, given the load
screen, but, who knows? Could be Toad, for all I know) Anyways, to the South,
more enemies, to the North, freedom! Oh, what was I saying? I mean, to the
North, uh, more enemies? Hmmm.... Maybe the path? Hop on the stone block, and
do like you did way back when, only you get to do it twice this time! How
enjoyable! At the far end, you find a Warped Synapse, and it's little buddies.
Well, just head through the door, after you've triggered the switch, of course,
to... fight more enemies! Kill them off and another switch appears, head
through for a cutscene....
Now you are two. From the start point as South, head North. At the crossroad,
to the West, then Northeast, lies an XTraction Point and an Astral Stone. Looks
important. To the North of the crossroad are more enemies. To the East of the
crossroad lies an area with a Comic Book. So, head back to the West, then NE.
Kill all the enemies, then Illyana is rescued.
Mission 7b - Weapon X:
Character: Cyclops (Wolverine joins)
Objectives:
Explore facility.
Ivestigate the entire facility
Locate Havok.
Find and talk to him.
Defeat Havok.
Defeat him.
Free the mutants.
Open the cellblocks to free them (2 total)
If where you start is the NW corner of the map, you can obviously go South or
East. To the South and then East is an XTraction Point, though to the East and
South gets you to the same spot... where Wolverine started at his Weapon X
Flashback. Head North from there, and if you go past the exit, you'll wind up
in front of a yellow X. Blast it with the welding beam, and it gets the door
beyond it to work. Inside that room is 30,000 EXP. NOW head back to the exit,
into the Lab Support Ruins.
There are two more welding spots, each leading to Healing and Energy Packs.
Just keep going, and get into a fight. I'm not saying who, or why, 'cuz that's
wrong. Oh wait, you already read the objectives? DAMN! You one will be three
afterwards. Go to the elevator to get to the next area.
You start at the elevator, just keep heading down the path. You'll be fighting
the GRSO guys again. Just keep on fighting. Eventually, you'll run into a
barrier in front of the exit. Look on your map, there's a yellow X nearby. Use
it, and in the room housing it, there's a Danger Room Disc. Now head back to
the exit to the D-Block Ruins.
Around the corner to the right is a Danger Room Disc. Head on over to the
yellow X to pick up the keycard, then proceed on. Keep on until the scene with
a Lab Tech, then exit to the Holding Cells.
Head up to the XTraction Point. You can't exactly head through the lefthand
way, so go right; in the room the walls are breakable, so head through. At the
far end of this room is a platform with a GRSO and a Sketchbook. Past here, you
can't get through without a keycard, so head back to the lower area and
continue on. Yay! New objectives! Hop on up top to the glassed-in area to open
the first cellblock (and get that cardkey). Stay on top, and keep going around
on this raised area to get to the 2nd set of cellblock controls. There's not
much anything else you can do, so head out through the red arrow to complete
the mission.
Mission 8 - The Mansion:
Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus
Objectives:
Defeat the Sentinels
12 total
How cool is this? you've got a whole crapload of people helping here! Them
Sentinels don't stand a chance. Well, that was sure bizarre.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Intermission - The Mansion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
Meet in War Room.
Attend the mission briefing to continue to the next mission.
Locate Emma and Jean.
Find them to get more info on the Astral Plane.
Talk to Beast and Storm.
They're in the Medlab.
Find Wolverine and talk to him.
Duh!
Find Cyclops and talk to him
Duh!
Okay, after the bizarre little scene from earlier, it's no wonder they want you
to talk to every-damn-one. Well, two areas are off the list: the Front Lawn and
Estate Grounds. Can't get there from here (at least right now you can't).
Wolverine's kickin' back watchin' the tube in the Living Room. You can check
out any new Comics you got (should be the Emma Frost one now), other than that,
head on up to the Dorms to check out your new Sketchbook. Other than that, head
on down to the Subbasement. We know where to find Storm & Beast, so head there
first. Talking to either one starts a conversation with both. Afterwards, chat
with Colossus & Illyana over in the corner. Well, now that the Brig's empty,
head on over to Cerebro to talk with Jean & Emma. Again, talking to one talks
with both, so head on out to the War Room to talk with Cyclops. So head on back
to the XTraction Point to save, then back to the War Room for the next mission.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
End Intermission
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 9 - The Morlock Tunnels (2):
Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus
Objectives:
Find Healer.
Find him and talk to him.
Rescue the Healer.
He's been kidnapped, so you gotta go get him back.
*changes to:
Find the mechanism to unlock his cage.
Find Gateway
Search for Gateway in the nearby rooms.
Well, all the Morlocks except one are as tight-lipped as before, so just head
up to Healer's little stand and talk with the Morlock there. He explains the
situation. Can't say I blame the Morlocks, though. If I had been stuck in the
sewer all my life, I'd be itchin' for something better m'self. Anyways, head
through the now open door, to the Storm Drain.
Once again, the linear path. Keep going, and when you get to a bridge, cross it
to get a Sketchbook. Go back, down the steps, into the muck. Keep going, and
you'll get to another staircase going up. Head up, and around the bend. Down
the hallway is a wall you gotta bust through, then another bridge. Keep going
until you get to the red arrow for the Influent Bypass.
Keep heading down the path 'til you get to an open area. Off to one side,
there's a fenced part, with sewage, and on the other side, a door and a Comic
Book. We will be heading there shortly, so just keep a look out. Head out the
other exit from this area to keep on along. See the door in front of the yellow
X? Go past it to get to that Comic Book from before. Now head back to the X.
Looks like someone wants to play. Head around to the back side othe the arena-
type area. Kill 'em all (the Morlock Outsider should be your first target; it's
the one that'll raise 'em back from the dead), then hit the switch. On the
upper area of the arena, away from the exit, is a Danger Room Disc. Head out
the exit to the Wastewater Basin.
Not really much to explain here, just keep on going around and around and
around.... Just go past the exit gate to the area containing the lever to open
it, along with an XTraction Point. Then head off to the Overflow Reservoir.
There's a Danger Room Disc located just across where you enter into the first
big room. Just bust down the wall and snatch it. Yeah, those Morlock Giants say
they're Physical Resistant, but if say, Colossus uses his Concussion move and
blasts 'em into a wall, they're knocked the hell out. And, having it blow up
damn near every wall down here is sure cool too. Anyways, you eventually find
Healer. But what is this? His cage is locked? But, but I'm using Colossus!
Can't he bust it open? Okay, I guess I have to play by the rules. Head towards
the yellow X to hit the lever that opens his cage. Now head back to Healer for
a chat. Could he BE more vague? "I believe it to be in that room"? AAAH! What
room?! Where?! How?! Why?! Who?! What?! Oh, wait, we know who and what, but
still.... Just head on to find Gateway and head to....
Mission 10 - The Mount:
Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus
(though you start with whoever you ended the last mission with)
Objectives:
Stop the Brotherhood.
"Stop the Brotherhood", "Stop the Brotherhood", always "Stop the Brotherhood",
damn this game gets to be a broken record sometimes.
Well, head on along the way, and there's an XTraction Point up on a ledge. Just
keep killing the stupid Acolytes (of all shapes and sizes). My favorite way
is to blast 'em into the lava. Hahahahaha! You get around ALL their resistances
that way. Head along the needle-like province to get a Danger Room Disc, then
up the incline. There's a Sketchbook to the side of the next incline. Go up the
incline to hit a control panel to open up the next area, the Transport Conduit.
No going back now. Head across the cracked lava/stone bridge to an open area.
Bosses: Avalanche, Sabretooth
Damn Brotherhood bastards.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Intermission - The Mansion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
Explore the X-Mansion.
Duh!
Go to War Room.
You should have done this plenty of times by now to know what to do here.
Now, before you head to check out your Sketchbooks, there's a new one waiting
for you down in the Dining Room. After checking them out, and checking out your
Comics, head to the Subbasement, since there's nothing else to do on the top
floors. Beast has the portal thing from the Weapon X lab set up, so go talk to
him. The hangar's still closed off, so go talk to Jean in the Infirmary.
Wolverine's outside of the Danger Room. Emma's at Cerebro. Head over to the War
Room to start the next mission
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
End Intermission
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 11 - New York Riots/Defend Morlocks/Stop Juggernaut
I'll be dealing with the Riots first
Mission 11a - New York Riots
Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus
Objectives:
Save Mutants. (3rd St.)
Protect them from the Sentinels (three total),
Sentinels (3rd St.)
Destroy all the Sentinels in this area (nine total)
Save Mutants. (4th St.)
Protect them from the Sentinels (four total),
Sentinels (4th St.)
Destroy all the Sentinels in this area (eleven total)
Save Mutants. (5th St.)
Protect them from the Sentinels (five total),
Sentinels (5th St.)
Destroy all the Sentinels in this area (thirteen total)
Save Mutants. (6th St.)
Protect them from the Sentinels (six total),
Sentinels (6th St.)
Destroy all the Sentinels in this area (fifteen total)
Okay, I'll base the compass here off the X-Jet. It's nose is facing South.
Sentinel #1 is just ahead of you, so go beat it down. #2 is just off to the
West. South of #2 is #3. Head North and you'll get to #4. Mutant Civilian #1
(MC1) is to the West of Sentinel #4. Don't talk to him just yet, though. You
might waht to clear the area of Sentinel Mark IIs. Speaking of which, #5 is
slightly NE of #4, in the park area, with MC2, just barely to the East.
Sentinel #6 is just South of #5, so be aware. There's a Danger Room Disc in an
alcove at the North side of the park area, outside the fence. Sentinel #7 and
MC3 are NE of the park area. Sentinel #8 is just South of them. The Ambulance
you take the MCs to is South of Sentinel #8. Sentinel #9 is to the West of the
Ambulance. Once you're clear, head to the red arrow in the NW corner to go to
East 4th Street.
Okay. Where you enter is South. So head North, and on the West side, there's an
alley with MC1. Head down the alley until you see MC2, and Sentinel #1 will pop
up. As you head out of the alley, Sentinels #2 and #3 show up. Further to the
South, a scene, then Sentinels #4 & #5. head back North up the street. MC3 is
in an alcove on the West side. Sentinels #6 & #7 are a little ways up, as the
street turns. MC4 is hiding behind a tree on the North side of the street, as
it heads East. Sentinels #8 & #9 are where the street comes to a T. When the
street Ts again, on the East end is the Ambulance, and on the South end are the
last two Sentinels. Head off to the SW corner to get to East 5th Street.
Well, the wacky-looking thing from the load screen is sitting there if front of
you. What do you do? Kick it's ass, that's what! Consider yourself as facing
West as you enter this map. The XTraction Point is just to the South. Well, at
least we know where them MC's are gonna go, since that's the Ambulance just in
front of us. And as soon as you pass it, guess what drop down? That's right!
Sentinels! #1 & #2 down. Head North from them for #3 & #4, along with MC1. In a
little nook, hidden behind a tree on the East side, is a Sketchbook. On the
West side of the street you're on, there's an alley. Head down it for Sentinels
#5 & #6, along with MC2. Go back to where the alley Ts, and up the other way is
Sentinel #7. Head South onto the road, and MC3 is to the West of you. But to
get to him, you trigger Sentinels #8 & #9, with #10 just South of them. MC4 is
a little ways further, on the South side of the street. When you see MC5,
Sentinels #11 and #12 pop out. A little bit South of MC5 is that last Sentinel.
Head on over to East 6th Street.
Here, you start facing North; head that way. The Ambulance is just ahead of you
at a 4-way intersection. Head East for Sentinel #1. Past that are #2 and #3,
with MC1. To the West of the Ambulance are Sentinels #4 & #5. Keep heading West
for Sentinel #6. At the far West end is MC2. Head back East, and just before
you get to the intersection, head North into a little alley. Sentinel #7's
here, along with MC3. You can see MC4, but due to the fence, can't get to him
yet. Now head North at the intersection. Sentinels #8 and #9 are here, with MC5
slightly past them, on the East side of the street. But at the next
intersection, a cutscene, then Sentinel #10. Aw, it's a little kid version of
an X-Man from the future! How cute! As you head over to get MC4, Sentinels #11
& #12 pop up on the street, then #13 shows up in the little alcove. Head to the
second intersection and head East. The last two Sentinels appear just a little
ways down, and MC6 pops up as well. With that, we head to the Sewers.
Mission 11b - The GRSO Sewer Raid
Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus
Objectives:
Destroy the Ladders. (Pumping Station)
Destroy the ladders to stop the GRSOs from entering
the Sewers (four total).
Destroy the Teleporters. (Pumping Station)
Destroy the Teleporter Beacons to keep the GRSOs
from entering the sewers (four total).
Destroy the Ladders. (Grit Flowage)
Destroy the ladders to stop the GRSOs from entering
the Sewers (four total).
Destroy the Teleporters. (Grit Flowage)
Destroy the Teleporter Beacons to keep the GRSOs
from entering the sewers (four total).
Destroy the Ladders. (Sedimentary)
Destroy the ladders to stop the GRSOs from entering
the Sewers (four total).
Destroy the Teleporters. (Sedimentary)
Destroy the Teleporter Beacons to keep the GRSOs
from entering the sewers (four total).
Boy, look at all them yellow Xs on the map! Better get a move on.... Okay, so
you start facing West. Head down the hall, and you'll see an XTraction Point,
along with one of the Ladders. 1 down. Looping around to the North then East,
you see the first Teleporter Beacon (TB1). Use the lever past the only door you
can use to drop the gate leading down to some GRSOs. Hop on over the catwalk
to Ladder 2, and hit the switch to drop the other gate. Head back South to get
to it, then head North. Head down to use the third lever, and again for the
fourth lever. Ladder 3 is just downstairs, so take care of it. Head down the
long stairs and TB2 is there to meet you. Keep going, and TB3 will await. Head
on down to Ladder 4. If you head around the South side of the ladder, there's a
Sketchbook. Go down into the next area, and you'll find TB4. Keep going and
you'll eventually get to Grit Flowage.
Well, at least the number don't keep escalating, like with the Sentinels &
Mutant Civilians. Anyways, it looks as if we're back to the good ol' linear
levels. Keep going forward to reach TB1. Go down into the muck and back up the
steps; One direction has Ladder 1, the other has TB2 and the door onward. Just
a little further, and Ladder 2 makes its appearance. Where the path kind of
looks like an E, go down the middle for a Danger Room Disc. Further along is
TB3. Just through the next door is Ladder 3. Through the next door is TB4. Head
around the cage area, keep going around until you're in the cage area and blast
Ladder 4. Onward to Sedimentary.
Onward, down the path. First up is TB1, followed closely by Ladder 1. Well,
only one door works for you, leading to TB2. Have Magma/Iceman build a bridge
across the muck. Now, in this M-looking area, the midpoint of the M is where
the door to Ladder 2 is, along with a Stat Point. Keep going along the M to get
to TB3. Ladder 3 awaits at the end of this twisty path. Keep going, and you'll
get to TB4. Hit the XTraction Point, then on to Ladder 4. Head through the
door, nab the Stat Point, and on to the Dechlorination Area.
Boss: Marrow, Marrow's Lieutenants, Morlocks
Note: this battle will take a LONG time. For some reason, Marrow keeps getting
revived after being killed. Luckily, she comes back with less and less health
each time.
On to Muir Island!
Mission 11c - Muir Island Assault
Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus
Objectives:
none, but you still gotta whomp on Juggernaut.
Mostly, just kick Juggernaut's Ass. Also, there's some items sprawled around
for ya to get at:
A Danger Room Disc right by where you start,
A Comic Book over by the blue circular area
Chat with Juggernaut, Forge, Moira, and Multipleman. Then exit to the next
area.
I've received several emails about this area, saying that nothing let's
them get along in the story. One user (Antony Bates) emailed me back
with a suggestion to reset the game, which he said worked perfectly. So
if you're stuck here, after talking to everybody, and the story's not
advanceing, try that.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Intermission - The Mansion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
Explore the X-Mansion.
Duh!
Go to War Room.
You should have done this plenty of times by now to know what to do here.
Emma's still at Cerebro. Beast isn't being all that talkative. Jean's still in
the infirmary. Head to the ground floor. Psylocke's sitting of the Pool table.
Still can't go outside. Check your comics to boost up Colossus. Then head to
the Dorms. Check out your new Sketchbook content, then head back to
the Subbasement.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
End Intermission
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 12 - The Astral Plane (2):
Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus,
Psylocke
Objectives:
Rescue Professor Xavier.
He's trapped somewhere here on the Astral Plane.
Retrieve Xavier's Honor, Wisdom and Justice
Find the three pieces of his mind.
Gain access to Xavier's Mind.
Bring the three pieces of his mind back to the
Gate
If you head away from the XTraction Point, a cutscene will occur, letting you
get on with the mission. You now have a choice of three doors. I'll start with
The Guardian Statues
Consider the doorway as South, and when you enter the level, you're facing
North. Just follow the path along. Once you get to a T-like area, head West to
get Xavier's Honor. To the East is a Danger Room Disc. On the way back to the
portal...
Boss: Dark Blob
Once back at The Threshold, go to The Chamber of Earth.
Again, with the doorway as South, head NW to hit a switch. Head back to the
door and head NE. Head across using the moving block, then battle some Astrals
and hit the switch at the other end of the room. This solidifies the bridge,
and your team can come with you now. At the East side of the platform is a
Sketchbook. Again, the same tactics for the next spot. Follow the path along to
get Xavier's Wisdom. As you head back, yet again...
Boss: Dark Avalanche
Once back at The Threshold, go to The Hall of Fire.
Okay, let's take a different spin on this one. You start facing South, so go
that way and down the stairs to the East. Just before the two paths meet back
up, there's a Comic Book in the NE corner. Once the paths meet, head North.
Pick up Xavier's Knowledge and head back towards the door, but again...
Boss: Dark Pyro
Once back at The Threshold, feel free to save your game and then head to the
upper area, the items are placed automatically, and you can enter The
Colosseum.
Bosses: Champion of Rhodes, Ultimate Predator,
Sun Goddess, Chaos Lord, Astrals
After you win, a scene, then on to...
Mission 13 - Sentinel Central:
Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus,
Psylocke
Objectives:
Destroy tank defenses.
Destroy all the tanks before entering the grounds (four total).
Locate sensor.
Find the Sentinel Guidance System Sensor.
Destroy all production machinery. (Fabrication Facility).
Stop Sentinel production by bustin' their machinery down (three total).
Find controller.
Locate the Sentinel Navigational Controller.
Destroy all production machinery. (Armor Application).
Stop Sentinel production by bustin' their machinery down (three total).
Disable leg placement machinery. (Leg Attachment).
Stop Sentinel production by bustin' their machinery down (two total).
Disable arm placement machinery. (Arm Attachment).
Stop Sentinel production by bustin' their machinery down (two total).
Battle Sentinels.
Isn't that what we've been doing? (eight total).
Fight the Bio-Sentinels.
Blast 'em out of your way (two total).
Investigate the Lower Levels.
Do what it says. It's kind of self-explanatory.
Locate Kincaid.
Find the General.
Liberate Gateway.
Free him from his cage.
Free Morlocks.
Free the other Morlocks from their cages (five total).
Get Kincaid.
Capture him (damn! can't we rough him up a bit?) before he escapes.
Well, head down the only path that doesn't end in a dead end, to find GRSOs and
a Tank. Well, actually keep going afterwards and if you follow the path,
that's really just what you'll run into. Pretty simple to do that first
Objective. Eventually the path will wind around and you'll have to defeat a
GRSO Captain for his Keycard. Keep going past him into a metal box-type thing
for a Sketchbook. Go use the door, and head to the Fabrication Facility.
Head up and follow the path. This is a decent-sized room, and there's lots of
enemies here. Just roam around, killing 'em off. Once you've polished off
all the enemies on the ground floor, head up the stairs and across the
catwalk. What's this? Another Danger Room Disc (in the room the GRSO busts out
of)? Keep going on, then there's some more GRSOs in a recessed area to your
left, down some stairs (or the quick way, just drop). Head back up and continue
on. Through the door and down the stairs. The thing on the wall with the
conveyor belt is the first of three Sentinel Production Machineries. Head up
the stairs at the end. Loop around the little room, and see a few more of your
Objectives in front of your eyes. The big steel thing with the yellow X
painted on it is Sentinel Production Machinery #2, and next to it is #3. Head
up the stairs into Armor Application
Hop on downstairs for Sentinel Production Machinery #1. Across the room and
upstaris is the Lab Tech, who'll tell you where to find the items you're
looking for, along with some oh so great news. Keep going on, then hop
downstairs for Sentinel Production Machinery #2. Head back upstairs and across
the catwalk. Head down this pathway, and downstairs is Sentinel Production
Machinery #3. Head back up either stairs to Leg Attachment.
Just off to the side in the XTraction Point. They throw a whole crapload of
enemies at you here, so be prepared. Head around through the little area with
the Lab Tech in it, and down the stairs. Across the room, head up the stairs,
and in the little room with the Lab Tech, use Leg Placement Control Panel 1.
One down, 2 to go. Just past, have Iceman/Magma make a bridge. Cross and drop
on down. Go up the stairs near the yellow X and use Leg Placement Control
Panel 2. Cross back over the lower area, and use the third set of steps to get
to the exit, leading to Arm Attachment.
Well, it does feel good to bust up all this machinery, knowing it's stopping
Sentinel production, but do we really have to break everything? Anyways, you
can take the safer way around, or the direct approach (the path to the stairs
or dropping right into it). Either way, you have no objectives in the upper
area, so head down. Near the stairs leading down is Arm Production Control
Panel 2, along with a Sentinel Mark II (if you have Storm or Cyclops blast
the doors nearby, they will seal and the Sentinels will stop coming out).
Across the room is Arm Production Control Panel 1, and the same applies here.
The nearby stairs had Cyber's Revenge for me, a Unique Backpack. There's two
sets of stairs at the top; head up the left one first, as the right one leads
to nothing. Here you'll exit to Head Attachment.
Wow, no new objectives for once. The XTraction Point is just ahead. Head across
the small room and up the stairs. If you wanna clean the place out before
hitting your objectives, when you come the the two sets of stairs, head down
first. At the far end of this is another one of those Sentinel Doors, blast
it and be rid of them. Note: you don't have to worry about the three Sentinels
you see crossing the lower room, they're only there for show. When you're
ready to go on, head back to the two staircases and go up the "up" one.
The Guidance System Sensor is waiting there, just for you. Head back across
the lower area, up the far steps, and through the door to the Storage
Warehouse.
Oh well, the yellow X is way away from where you start, so head on out to get
a little closer to your goal. Head around and down the steps. Two Sentinels
down. A little further and it's four Sentinels down. Up the steps to the
Navigational Controller. Welll, that speech was a little early, so head on
through the door and down the stairs for the last four Sentinels. Now you
get to battle these bizarre things. Looks like we're not done here yet. Head
down the elevator to the Bio Lab Holdings.
There's an XTraction Point nearby, and more GRSOs down the steps. Head along
the path, it's a linear one, and you'll hit a Sentinel Platform Mark II.
You'll have to but the stuff (or toss it) from in front of the next door.
Keep going, and you'll face off against several Sentinel Advanced. Keep going
to get to the door to the Bio Lab Workshop.
Once again we have a linear path, loaded with GRSO goodness and Sentinel
Advanced badness. Along the way, there's an XTraction Point. Over in an icky
pool of crap is a Sketchbook. Well, not in it, but above it. Fly over there
and snag it. Up shortly you'll see a scene, and head around the path, and
eventually get to the exit to the Bio Lab Gallery.
'Kay, another linear path. Head around, wading through the GRSOs and Sentinel
Advanced, getting to the XTraction Point. Head down the stairs, and face off
against another Sentinel Platform Mark II. Up the stairs at the other end,
break through/throw the crap in front of the door, and continue on the path.
You'll eventually wind around to another recessed-lab-type area. And, wouldn't
you know it? Another Sentinel Platform Mark II. Well, on top of a nearby, uh,
thing, is a Danger Room Disc. Fly to it. Head on through the door into the
Subject Rentention Center.
There's an XTraction Point near the entrance. Head on up, and find your next
Objective. Just bust the four things at the corners of the cage to break it.
Talk to Gateway for your next Objective. Go up the stairs and through the one
door you can go through. At the Y, head right for two Morlocks, and left for
the other three. Once you've broken their cells, talk to them and lead them
back to Gateway's gateway. After they go through, that other door opens (the
one you couldn't go through earlier) and guess who steps through? Well, might
as well follow him, he's you new Objective. Well, isn't Gateway just so
helpful? On to the Bio-Chamber Storage.
An XTraction Point lies just ahead. Follow the path, and once you get to the
sunken-lab-type area, bust up the, uh, whatever you want to call them, the
pods, the tanks, they're the things mass-producing Sentinel Advanced. Head
through, and eventually...
Mission Complete!
But no intermission, yet again!
Mission 14 - The Astral Plane (3):
Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus,
Psylocke
Objectives:
Rescue Professor Xavier.
Hopefully, this time he won't try to kill us.
Release Xavier's trapped mind.
Break the crystal holding him hostage.
Battle Shadow King.
Uh, kill him? Duh!
Note: put Jean Grey in your party to ease your troubles.
Starting at The Forasken Place, head up to get to an XTraction Point. Well, it
looks like the stairs are where we'll be going soon, just not yet. Head
through the door. Head up eith way and wind yourself around the pathway. Up in
one corner of this large area is thre last Comic Book. Head on through the door
and across the bridge. In the little nubby area off this next room is a Danger
Room Disc. Use Jean's Telekinesis to hit the TK switch and head through the
newly-opened door. Another XTraction Point, then head in to The Forbidden
Halls.
Head on down the stairs, and across the room is a door. Go near it for a
switch to pop up. The two side areas here just have some enemies. Hit the
switch and head through the door. In the area with all the doors on the sides,
go through the far door and down the steps. Have Jean (you still have her with
you, don't you?) hop on the moving block, since on the other side there's
another one of those TK switches. Charge on through to The Lost Passages.
Head through this first room, and down the steps to continue the path. Head
around, through the room, down the next set of steps. Again, down the stairs
to keep on the path. Head along the path, and across the platform (no switch
this spot, so send whoever), though you might want to send everyone over one
at a time, since to get to the switch, you have to wade through some enemies.
Hitting the switch also opens the nearby door. Hey look! It's the Professor!
Once you start working on the crystal, Astrals will start coming at you. Once
you do though... MAXIMUS! Uh, I guess I mean XAVIUS! Oh well, on to the
obligatory showdown between good and evil, summed up into one battle:
Boss: Shadow King
You'll play as Xavier, sorry Astral Gladiator, alone here.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Intermission - The Mansion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives:
Prep the X-Jet.
Talk to Wolverine and Beast in the Hangar.
Explore the X-Mansion.
Duh!
Meet in War Room.
Start next mission.
Hmmm. Didn't think it would send ya back to the Mansion, huh? You know, final
boss-type thing that all was. Oh well, guess there's always Magneto...
Well, talk to everyone. Cyclops is next to you, Gambit's across from you when
you exit the War Room. Jean's still in the Infirmary. Head on up to the
first floor. No one to talk to, so just go to the Library to use your Comic
Books, and to the dining Room for a Sketchbook. Up to the Dorms. Head to
Colossus' Room to check out your new artwork, then back down to the
Subbasement to talk to Beast & Wolverine in the Hangar. There's a Danger Room
Disc at the far side of the Hangar. Head to the War Room to get on with it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
End Intermission
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 15 - Asteroid M:
Characters: Wolverine, Cyclops, Jean Grey, Storm, Iceman, Rogue, Beast,
Gambit, Nightcrawler, Jubilee, Magma, Emma Frost, Colossus,
Psylocke
Objectives:
Gather Info
Ask around (?!) to find out where Magneto is.
Find the Asteroid M control center.
Find it to find Magneto.
Battle Magneto.
Duh! Defeat him maybe?
Find the Gravitron.
Find the entrance to the Gravitron room.
Defeat the Sentinels.
Duh!
You'll start with Emma Frost, Wolverine, Storm and Iceman. Feel free to
change them out at the XTraction Point just ahead. Except, you can't
let Emma Frost out of the group, since she can pull that niftyness like she
did on Toad. It is kind of funny watching Emma do her stuff on 'em, having
'em run or fight each other. Well, head along the path, like always. Winding
around the path will get you to another door Emma has opened for you. Bust
through the wall and talk to the Morlock. Looks like they're a little
friendlier, but still lack the whole "usefulness" thing. Head further along
the path. Take either the stairs or the catwalk, they both lead to the same
spot. Head throuth the door and on to the Power Station.
Hop on down and head along. And along. And along. And along. Eventually,
you'll come to two doors: one that can be broken down, and one you can open.
Behind the broken one is the mutant you need to talk to to fulfill your
Objective. The other one leads further on. Now Mystique has to go and do the
Bond-moment-esque "Duh, I just spilled the plot of what we were gonna do, and
also told you how to save the world all in one breath." Down the stairs on the
far wall is a Danger Room Disc. Along the lower way, you'll pick up a
Proximity Keycard from an Acolyte Master Elite. Head across the upper catwalk
and through the door at the other side, on to the elevator, to the Interior
Quarters.
NOW you can bump Emma off your team in favor of someone better. Someone with
say, ATTACK abilities? Feel free to bust into the Acolytes quarters (it's not
like they're still around to enjoy them). Head down the path, AGAIN.
Eventually, you'll get to another elevator, this one to the Command Center.
Another path, leading right to Magneto.
Boss: Magneto, Acolytes, Sabretooth, Mystique
Whenever Magneto gets those silver things floating around him, you can't hurt
him. It also means, he's got a crony lying about somewhere that you gotta
whack for the balls to disappear. Once they're gone, it's open season on
Magneto (atl east until he brings someone else out).
Afterwards head through the other door to Lounge Deck A.
Oh, this looks like fun. Thought you saw the last of them, huh? Head along,
and there'll be a room on the left side with a fire behind the door. You should
know what to do here. Behind the fire is a Proximity Keycard. Across from the
keycard room is Havok's Room (with a fire in front). Let him out, and pick up
the ID Card in the corner. On to the other side again (next to the keycard
room) is where you use the ID Card to get a Stat Point. Head along, using
Iceman/Magma to make a bridge, and hit the XTraction Point. Continue on.
There's no need to head down to the big thing with the green things at it's
corners, but feel free to. Head through the door, and follow the path around
until it looks like you can't go any further (this room has two yellow Xs in
it). Use Iceman/Magma to make not a bridge, but a staircase! How cool is that!
Head around and then make a bridge with Iceman/Magma. Be careful, since the
next room has some flame jets you might want to avoid. There's a Stat Point
hiding behind one of the flame jets in an escape pod bay. Head to the elevator
to get to Lounge Deck B.
Just keep going along and you'll get to an XTraction Point. Next, we have a
very strange occurence: a triple bridge/staircase. Have Iceman/Magma make one
bridge from the doorway, then another bridge from the next X you come to, and
finally a staircase from the second X. Behind the statue of Magneto (after
the second bridge) is a Danger Room Disc. Keep heading around to get to an
elevator leading to the Main Power Core.
Now you get to run a gauntlet of Sentinel Advanced and Sentinel Advanced Mark
II. Although your main concerns are getting to the tops of the three platforms
and activating the generator switches. Eventually, three Sentinel Weapons
Platforms will come at you, as well as Mark IIs. Once you blast the 6
Platforms, a cutscene. Oh, fun.
Boss: Master Mold, Sentinel Controllers
Whack on him for a little while, then he releases 3 Sentinel Controllers from
doors. Kill them, then hit the three generator switches from before. Continue
whacking on Master Mold.
Game complete. Watch the ending. Uh oh! X-Men Legends 2, anyone?
Now that you've finished the game, you unlock new stuff for the Danger Room
that's accesible from the main menu. Unlocked are the Extreme costumes and
the different enemies and bosses, so you can play as them too. Unfortunately,
you can't go back through and play with your fully-leveled characters.
------------------------------------------------------------------------------
03: Skills
------------------------------------------------------------------------------
______________________________________________________________________________
3a: Beast
PinBall/Cannon Ball/Legend Ball: Pinball through the air at an amazing speed
Active Power
Level 1: 15-18 damage, 10 energy per roll
Level 2: 25-31 damage, 15 energy per roll, level 3
Level 3: 50-63 damage, 20 energy per roll, level 5
Level 4: 80-100 damage, 25 energy per roll, level 7
Level 5: 100-125 damage, 30 energy per roll, level 9
Level 1: 100-125 damage, 190 knockback, 40 energy per roll, level 15,
PinBall level 5
Level 2: 125-150 damage, 245 knockback, 45 energy per roll, level 17
Level 3: 150-165 damage, 305 knockback, 50 energy per roll, level 19
Level 4: 175-215 damage, 370 knockback, 55 energy per roll, level 21
Level 5: 200-250 damage, 430 knockback, 60 energy per roll, level 23
Level 1: 300-375 damage, 500 knockback, 70 energy per roll, level 30,
Cannon Ball level 5
Propeller Kick/Propeller Lash/Legend Propeller: Spins legs around, kicking
nearby enemies
Active Power
Level 1: 15-18 damage, 5 foot range, 25 energy, level 5
Level 2: 25-31 damage, 6 foot range, 30 energy, level 7
Level 3: 50-63 damage, 6 foot range, 35 energy, level 9
Level 4: 80-100 damage, 7 foot range, 40 energy, level 11
Level 5: 100-125 damage, 7 foot range, 45 energy, level 13
Level 1: 125-150 damage, 8 foot range, 190 knockback, 55 energy, level 20,
Propeller Kick level 5
Level 2: 150-165 damage, 9 foot range, 245 knockback, 60 energy, level 22
Level 3: 175-215 damage, 9 foot range, 305 knockback, 65 energy, level 24
Level 4: 200-250 damage, 10 foot range, 370 knockback, 70 energy, level 26
Level 5: 250-310 damage, 10 foot range, 430 knockback, 75 energy, level 28
Level 1: 300-375 damage, 11 foot range, 620 knockback, 85 energy, level 30,
Propeller Lash level 5
Beastial Feats/Beastial Instinct/Beastial Soul: Mentally focus body and mind
Active Power
Level 1: 15 seconds, -5 physical damage, 60 energy, level 5
Level 2: 16 seconds, -8 physical damage, 70 energy, level 7
Level 3: 17 seconds, -10 physical damage, 80 energy, level 9
Level 1: 20 seconds, -10 physical damage, +2 Agility, 100 energy, level 14,
Beastial Feats level 3
Level 2: 22 seconds, -13 physical damage, +4 Agility, 110 energy, level 16
Level 3: 24 seconds, -13 physical damage, +6 Agility, 120 energy, level 18
Level 1: 28 seconds, -16 physical damage, +8 Agility, +75% jump, 140 energy,
level 23, Beastial Instinct level 3
Level 2: 32 seconds, -20 physical damage, +10 Agility, +125% jump, 150 energy,
level 25
Level 3: 36 seconds, -20 physical damage, +12 Agility, +150% jump, 160 energy,
level 27
ORBITAL BOMBARDMENT: Call laser down to smite enemies
Level 1: level 15
Toughness: Increase maximum HP
Passive Power
Level 1: +10% HP, Level 10
Level 2: +15% HP, Level 12
Level 3: +20% HP, Level 14
Mutant Mastery: Increase maximum EP
Passive Power
Level 1: +10% EP, Level 10
Level 2: +15% EP, Level 12
Level 3: +20% EP, Level 14
Acrobatics: Unlock acrobatic moves
Passive Power
Level 1: +2 Agility, Double Jump
Level 2: +4 Agility, Double Jump
Level 3: +6 Agility, Double Jump
Level 4: +8 Agility, Double Jump
Level 5: +10 Agility, Double Jump
Grappling: Improves Strike, reflect punch & kick damage
Passive Power
Level 1: +2 Strike, reflect 4-5 punch/kick damage
Level 2: +4 Strike, reflect 9-11 punch/kick damage
Level 3: +6 Strike, reflect 15-18 punch/kick damage
Level 4: +8 Strike, reflect 25-31 punch/kick damage
Level 5: +10 Strike, reflect 50-63 punch/kick damage
Critical Strike: Increase chance of a critical attack for melee damage
Passive Power
Level 1: +2% chance
Level 2: +4% chance, level 7
Level 3: +6% chance, level 12
Level 4: +8% chance, level 17
Level 5: +10% chance, level 22
Might: Increase lifting strength, melee damage, and melee damage level
Passive Power
Level 1: +5% damage, Heavy Object lifting, +3 destruction
Level 2: +10% damage, Massive Object lifting, +6 destruction
Level 3: +15% damage, Gigantic Object lifting, +8 destruction
______________________________________________________________________________
3b: Colossus
Power Smash/Titanic Smash/Titanic Legend: Extra heavy lunge punch
Active Power
Level 1: 25-31 damage, 5 destruction, 40 knockback, 10 energy
Level 2: 50-63 damage, 5 destruction, 120 knockback, 15 energy, level 3
Level 3: 80-100 damage, 5 destruction, 190 knockback, 20 energy, level 5
Level 4: 100-125 damage, 5 destruction, 245 knockback, 25 energy, level 7
Level 5: 125-150 damage, 5 destruction, 305 knockback, 30 energy, level 9
Level 1: 175-215 damage, 5 destruction, 370 knockback, 40 energy, level 15,
Power Smash level 5
Level 2: 200-250 damage, 5 destruction, 430 knockback, 45 energy, level 17
Level 3: 250-310 damage, 5 destruction, 500 knockback, 50 energy, level 19
Level 4: 300-375 damage, 5 destruction, 555 knockback, 55 energy, level 21
Level 5: 360-450 damage, 5 destruction, 620 knockback, 60 energy, level 23
Level 1: 600-750 damage, 10 destruction, 620 knockback, 70 energy, level 30,
Titanic Smash level 5
Concussion Slam/Concussion Blast/Concussion Legend: Colossal clap with a blast
Active Power
Level 1: 4-5 damage, 40 knockback, 2 destruction, 10 feet, 25 energy, level 5
Level 2: 9-11 damage, 40 knockback, 2 destruction, 10 feet, 30 energy, level 7
Level 3: 15-18 damage, 120 knockback, 2 destruction, 10 feet, 35 energy,
level 9
Level 4: 25-31 damage, 190 knockback, 2 destruction, 10 feet, 40 energy,
level 11
Level 5: 50-63 damage, 245 knockback, 2 destruction, 10 feet, 45 energy,
level 13
Level 1: 80-100 damage, 305 knockback, 5 destruction, 20 feet, 55 energy,
level 20, Concussion Slam level 5
Level 2: 100-125 damage, 370 knockback, 5 destruction, 20 feet, 60 energy,
level 22
Level 3: 125-150 damage, 430 knockback, 5 destruction, 20 feet, 65 energy,
level 24
Level 4: 150-165 damage, 500 knockback, 5 destruction, 20 feet, 70 energy,
level 26
Level 5: 175-215 damage, 555 knockback, 5 destruction, 20 feet, 75 energy,
level 28
Level 1: 200-250 damage, 620 knockback, 10 destruction, 30 feet, 85 energy,
level 30, Concussion Blast level 5
Steel Skin/Titanium Skin/Osmium Skin: Generate steel armor around your body
Active Power
Level 1: 15 seconds, -8 physical damage, -33% pain, 60 energy, level 5
Level 2: 16 seconds, -10 physical damage, -33% pain, 70 energy, level 7
Level 3: 17 seconds, -13 physical damage, -33% pain, 80 energy, level 9
Level 1: 20 seconds, -13 physical damage, -8 beam damage, -66% pain,
100 energy, level 14, Steel Skin level 3
Level 2: 22 seconds, -16 physical damage, -10 beam damage, -66% pain,
110 energy, level 16
Level 3: 24 seconds, -20 physical damage, -13 beam damage, -66% pain,
120 energy, level 18
Level 1: 28 seconds, -30 physical damage, -13 beam damage,
20% chance to deflect physical damage, -100% pain, 140 energy,
level 23, Titanium Skin level 3
Level 2: 32 seconds, -30 physical damage, -16 beam damage,
35% chance to deflect physical damage, -100% pain, 150 energy,
level 25
Level 3: 36 seconds, -50 physical damage, -20 beam damage,
50% chance to deflect physical damage, -100% pain, 160 energy,
level 27
SEISMIC SMASH: Xtreme concussion attack
Level 1: level 15
Colossus Charge: Heavy charge attack performed from a jump
Level 1: 9-11 physical damage, 2 destruction, 190 knockback, 30 energy,
level 2
Level 2: 15-18 physical damage, 2 destruction, 190 knockback, 30 energy,
level 7
Level 3: 25-31 physical damage, 5 destruction, 245 knockback, 40 energy,
level 12
Level 4: 50-63 physical damage, 5 destruction, 245 knockback, 40 energy,
level 17
Level 5: 80-100 physical damage, 10 destruction, 305 knockback, 50 energy,
level 22
Toughness: Increase maximum HP
Passive Power
Level 1: +10% HP, Level 10
Level 2: +15% HP, Level 12
Level 3: +20% HP, Level 14
Mutant Mastery: Increase maximum EP
Passive Power
Level 1: +10% EP, Level 10
Level 2: +15% EP, Level 12
Level 3: +20% EP, Level 14
Critical Strike: Increase chance of a critical attack for melee damage
Passive Power
Level 1: +2% chance
Level 2: +4% chance, level 7
Level 3: +6% chance, level 12
Level 4: +8% chance, level 17
Level 5: +10% chance, level 22
Knockback: Adds additional knockback to all skills with knockback effects
Passive Power
Level 1: +40 knockback
Level 2: +120 knockback
Level 3: +190 knockback
Level 4: +245 knockback
Level 5: +305 knockback
Might: Increase lifting strength, melee damage, and melee damage level
Passive Power
Level 1: +5% damage, Heavy Object lifting, +3 destruction
Level 2: +10% damage, Massive Object lifting, +6 destruction
Level 3: +15% damage, Gigantic Object lifting, +8 destruction
______________________________________________________________________________
3c: Cyclops
Optic Beam/Optic Blast/Legend Blast: Improved Optic Beam. Can weld!
Active Power
Level 1: 9-11 energy damage, 1 destruction, 10 energy
Level 2: 15-18 energy damage, 2 destruction, 15 energy, level 3
Level 3: 25-31 energy damage, 3 destruction, 20 energy, level 5
Level 4: 50-63 energy damage, 3 destruction, 25 energy, level 7
Level 5: 80-100 energy damage, 4 destruction, 30 energy, level 9
Level 1: 100-125 energy damage, 4 destruction, piercing, 40 energy, level 15,
Optic Beam level 5
Level 2: 125-150 energy damage, 5 destruction, piercing, 45 energy, level 17
Level 3: 150-165 energy damage, 6 destruction, piercing, 50 energy, level 19
Level 4: 175-215 energy damage, 7 destruction, piercing, 55 energy, level 21
Level 5: 200-250 energy damage, 8 destruction, piercing, 60 energy, level 23
Level 1: 250-310 energy damage, 10 destruction, piercing, 70 energy, Level 30,
Optic Blast level 5
Optic Sweep/Optic Slam/Legend Slam: A wide beam attack
Active Power
Level 1: 4-5 energy damage, 1 destruction, 120 knockback, 25 energy, level 5
Level 2: 6-8 energy damage, 1 destruction, 190 knockback, 30 energy, level 7
Level 3: 9-11 energy damage, 1 destruction, 245 knockback, 35 energy, level 9
Level 4: 12-15 energy damage, 1 destruction, 305 knockback, 40 energy, level 11
Level 5: 15-18 energy damage, 1 destruction, 370 knockback, 45 energy, level 13
Level 1: 20-25 energy damage, 2 destruction, 430 knockback, 55 energy,
level 20, Optic Sweep level 5
Level 2: 25-31 energy damage, 3 destruction, 500 knockback, 60 energy, level 22
Level 3: 37-45 energy damage, 4 destruction, 500 knockback, 65 energy, level 24
Level 4: 50-63 energy damage, 5 destruction, 555 knockback, 70 energy, level 26
Level 5: 80-100 energy damage, 6 destruction, 555 knockback, 75 energy,
level 28
Level 1: 100-125 energy damage, 7 destruction, 620 knockback, 85 energy,
level 30, Optic Slam level 5
Tactics/Strategy/Command: Improves fighting effectiveness
Active Power
Level 1: 15 seconds, +2 Strike & Agility, 60 Energy, level 5
Level 2: 16 seconds, +4 Strike & Agility, 70 Energy, level 7
Level 3: 17 seconds, +6 Strike & Agility, 80 Energy, level 9
Level 1: 20 seconds, +8 Strike & Agility, 100 Energy, affects nearby teammates,
level 14, Tactics level 3
Level 2: 22 seconds, +10 Strike & Agility, 110 Energy,
affects nearby teammates, level 16
Level 3: 24 seconds, +12 Strike & Agility, 120 Energy,
affects nearby teammates, level 18
Level 1: 28 seconds, +14 Strike & Agility, 140 Energy, affects all teammates,
level 23, Strategy level 3
Level 2: 32 seconds, +16 Strike & Agility, 150 Energy, affects all teammates,
level 25
Level 3: 36 seconds, +18 Strike & Agility, 160 Energy, affects all teammates,
level 27
Optic Rage: Xtreme arc spray attack
Active Power
Level 1: level 15
Toughness: Increase maximum HP
Passive Power
Level 1: +10% HP, Level 10
Level 2: +15% HP, Level 12
Level 3: +20% HP, Level 14
Mutant Mastery: Increase maximum EP
Passive Power
Level 1: +10% EP, Level 10
Level 2: +15% EP, Level 12
Level 3: +20% EP, Level 14
Accuracy: Increase chance of a critical attack for ranged damage
Passive Power
Level 1: +2% chance
Level 2: +4% chance
Level 3: +6% chance
Level 4: +8% chance
Level 5: +10% chance
Critical Strike: Increase chance of a critical attack for melee damage
Passive Power
Level 1: +2% chance
Level 2: +4% chance, level 7
Level 3: +6% chance, level 12
Level 4: +8% chance, level 17
Level 5: +10% chance, level 22
Leadership: Damage & Combo EXP bonus to any combo Cyclops is involved in
Passive Power
Level 1: +25% damage, +5% EXP, level 4
Level 2: +50% damage, +10% EXP, level 9
Level 3: +75% damage, +15% EXP, level 14
Level 4: +100% damage, +20% EXP, level 19
Level 5: +150% damage, +25% EXP, level 24
Point Blank Shot: Increase damage to targets within 10 feet
Passive Power
Level 1: +10% damage, level 4
Level 2: +20% damage, level 9
Level 3: +30% damage, level 14
Level 4: +40% damage, level 19
Level 5: +50% damage, level 24
______________________________________________________________________________
3d: Emma Frost
Confuse/Command/Legend Command: Confuses or converts enemies for a short time
Active Power
Level 1: 1-3 seconds, short range, 10 energy
Level 2: 1-4 seconds, short range, 15 energy, level 3
Level 3: 1-5 seconds, short range, 20 energy, level 5
Level 4: 1-6 seconds, short range, 25 energy, level 7
Level 5: 1-7 seconds, short range, 30 energy, level 9
Level 1: 2-10 seconds, medium range, 40 energy, converts, +2 victim traits,
level 15, Confuse level 5
Level 2: 2-11 seconds, medium range, 45 energy, converts, +4 victim traits,
level 17
Level 3: 2-12 seconds, medium range, 50 energy, converts, +6 victim traits,
level 19
Level 4: 2-13 seconds, medium range, 55 energy, converts, +8 victim traits,
level 21
Level 5: 2-14 seconds, medium range, 60 energy, converts, +10 victim traits,
level 23
Level 1: 5-20 seconds, long range, 70 energy, converts, +16 victim traits,
level 30, Command level 5
Fear/Terror/Legend Terror: Cause foes to flee
Active Power
Level 1: 1-3 seconds, short range, 25 energy, level 5
Level 2: 1-4 seconds, short range, 30 energy, level 7
Level 3: 1-5 seconds, short range, 35 energy, level 9
Level 4: 1-6 seconds, short range, 40 energy, level 11
Level 5: 1-7 seconds, short range, 45 energy, level 13
Level 1: 2-8 seconds, medium range, 55 energy, -2 victim traits,
15-18 mental damage, level 20, Fear level 5
Level 2: 2-9 seconds, medium range, 60 energy, -3 victim traits,
25-31 mental damage, level 22
Level 3: 2-10 seconds, medium range, 60 energy, -4 victim traits,
50-63 mental damage, level 24
Level 4: 2-11 seconds, medium range, 70 energy, -5 victim traits,
80-100 mental damage, level 26
Level 5: 2-12 seconds, medium range, 75 energy, -5 victim traits,
80-100 mental damage, level 28
Level 1: 5-15 seconds, long range, 85 energy, -8 victim traits,
125-150 mental damage, level 30, Terror level 5
Psychic Shell/Diamond Shell/Impervious Shell: change to shell form
Active Power
Level 1: 15 seconds, -8 physical damage, -33% pain, 60 energy, level 5
Level 2: 16 seconds, -10 physical damage, -33% pain, 70 energy, level 7
Level 3: 17 seconds, -13 physical damage, -33% pain, 80 energy, level 9
Level 1: 20 seconds, -13 physical damage, -8 beam damage, -66% pain,
100 energy, level 14, Psychic Shell level 3
Level 2: 22 seconds, -16 physical damage, -10 beam damage, -66% pain,
110 energy, level 16
Level 3: 24 seconds, -20 physical damage, -13 beam damage, -66% pain,
120 energy, level 18
Level 1: 28 seconds, -30 physical damage, -13 beam damage, -100% pain,
140 energy, level 23, Diamond Shell level 3
Level 2: 32 seconds, -30 physical damage, -16 beam damage, -100% pain,
150 energy, level 25
Level 3: 36 seconds, -50 physical damage, -20 beam damage, -100% pain,
160 energy, level 27
PSYCHIC BEDLAM: Damage all enemies within 50 feet, paralyze nearby enemies
Active Power
Level 1: level 15
Psionic Strike/Psionic Fury: Adds mental damage to melee attacks
Passive Power
Level 1: 4-5 mental damage, level 3
Level 2: 9-11 mental damage, level 5
Level 3: 15-18 mental damage, level 9
Level 1: 25-31 mental damage, level 12, Psionic Strike level 3
Level 2: 50-63 mental damage, level 15
Level 3: 80-100 mental damage, level 18
Hardness: Reflect physical damage back to foes
Passive Power
Level 1: 10% chance to reflect 15-18 damage
Level 2: 20% chance to reflect 25-31 damage, level 7
Level 3: 30% chance to reflect 50-63 damage, level 12
Level 4: 40% chance to reflect 80-100 damage, level 17
Level 5: 50% chance to reflect 100-125 damage, level 22
Shell Might: Increase lifting strength and damage done in Shell form
Passive Power
Level 1: +5% damage, Heavy Object lifting, +3 destruction, level 4
Level 2: +10% damage, Massive Object lifting, +6 destruction, level 9
Level 3: +15% damage, Gigantic Object lifting, +8 destruction, level 14
Toughness: Increase maximum HP
Passive Power
Level 1: +10% HP, Level 10
Level 2: +15% HP, Level 12
Level 3: +20% HP, Level 14
Mutant Mastery: Increase maximum EP
Passive Power
Level 1: +10% EP, Level 10
Level 2: +15% EP, Level 12
Level 3: +20% EP, Level 14
Critical Strike: Increase chance of a critical attack for melee damage
Passive Power
Level 1: +2% chance
Level 2: +4% chance, level 7
Level 3: +6% chance, level 12
Level 4: +8% chance, level 17
Level 5: +10% chance, level 22
______________________________________________________________________________
3e: Gambit
Charged Card/Charged Shuffle/Card Legend: Throw Kinetically charged cards and
destroy objects by touching them
Active Power
Level 1: 3 cards, 4-5 energy damage per card, 1 destruction, 10 energy
Level 2: 3 cards, 6-8 energy damage per card, 1 destruction, 15 energy, level 3
Level 3: 3 cards, 9-11 energy damage per card, 2 destruction, 20 energy,
level 5
Level 4: 3 cards, 12-15 energy damage per card, 2 destruction, 25 energy,
level 7
Level 5: 3 cards, 15-18 energy damage per card, 3 destruction, 30 energy,
level 9
Level 1: 5 cards, 15-18 energy damage per card, 4 destruction, 120 knockback,
40 energy, level 15, Charged Card level 5
Level 2: 5 cards, 20-25 energy damage per card, 5 destruction, 120 knockback,
45 energy, level 17
Level 3: 5 cards, 25-31 energy damage per card, 6 destruction, 190 knockback,
50 energy, level 19
Level 4: 5 cards, 37-45 energy damage per card, 7 destruction, 190 knockback,
55 energy, level 21
Level 5: 5 cards, 50-63 energy damage per card, 8 destruction, 245 knockback,
60 energy, level 23
Level 1: 7 cards, 50-63 energy damage per card, 9 destruction, 305 knockback,
70 energy, level 30, Charged Shuffle level 5
Staff Slam/Staff Detonation/Staff Legend: Powerful staff attack
Active Power
Level 1: 4-5 energy damage, 1 destruction, 120 knockback, 5 foot range,
25 energy, level 5
Level 2: 9-11 energy damage, 1 destruction, 190 knockback, 6 foot range,
30 energy, level 7
Level 3: 15-18 energy damage, 2 destruction, 190 knockback, 6 foot range,
35 energy, level 9
Level 4: 25-31 energy damage, 2 destruction, 245 knockback, 7 foot range,
40 energy, level 11
Level 5: 50-63 energy damage, 3 destruction, 245 knockback, 7 foot range,
45 energy, level 13
Level 1: 80-100 energy damage, 3 destruction, 370 knockback, 8 foot range,
55 energy, level 20, Staff Slam level 5
Level 2: 100-125 energy damage, 4 destruction, 370 knockback, 9 foot range,
60 energy, level 22
Level 3: 125-150 energy damage, 4 destruction, 430 knockback, 9 foot range,
65 energy, level 24
Level 4: 150-165 energy damage, 5 destruction, 430 knockback, 10 foot range,
70 energy, level 26
Level 5: 175-215 energy damage, 5 destruction, 500 knockback, 10 foot range,
75 energy, level 28
Level 1: 200-250 energy damage, 6 destruction, 620 knockback, 11 foot range,
85 energy, level 30, Staff Detonation level 5
Kinetic Boost/Kinetic Amplification/Kinetic Mastery: Gives damage bonus
Active Power
Level 1: 15 seconds, +4-5 energy damage for physical attacks, 60 energy,
level 5
Level 2: 16 seconds, +6-8 energy damage for physical attacks, 70 energy,
level 7
Level 3: 17 seconds, +9-11 energy damage for physical attacks, 80 energy,
level 9
Level 1: 20 seconds, +12-15 energy damage for physical attacks,
+10% movement speed, 100 energy, affects nearby teammates, level 14,
Kinetic Boost level 3
Level 2: 22 seconds, +15-18 energy damage for physical attacks,
+10% movement speed, 110 energy, affects nearby teammates, level 16
Level 3: 24 seconds, +20-25 energy damage for physical attacks,
+15% movement speed, 120 energy, affects nearby teammates, level 18
Level 1: 28 seconds, +25-31 energy damage for physical attacks,
+25% movement speed, 140 energy, affects all teammates, level 23,
Kinetic Amplification level 3
Level 2: 32 seconds, +37-45 energy damage for physical attacks,
+25% movement speed, 150 energy, affects all teammates, level 25
Level 3: 36 seconds, +50-63 energy damage for physical attacks,
+30% movement speed, 160 energy, affects all teammates, level 27
52 PICKUP: A flurry of kinetically charged cards
Active Power
Level 1: level 15
Kinetic Strike/Kinetic Fury: Add Kinetic damage to non-staff melee attacks
Passive Power
Level 1: 4-5 energy damage, 3 destruction, level 3
Level 2: 6-8 energy damage, 3 destruction, level 5
Level 3: 9-11 energy damage, 4 destruction, level 9
Level 1: 12-15 energy damage, 4 destruction, level 12, Kinetic Strike level 3
Level 2: 15-18 energy damage, 5 destruction, level 15
Level 3: 20-25 energy damage, 5 destruction, level 18
Overload: Adds damage to charged objects
Passive Power
Level 1: 15-18 energy damage, 40 knockback, 4 foot range, 20 energy, level 2
Level 2: 25-31 energy damage, 120 knockback, 5 foot range, 20 energy, level 7
Level 3: 50-63 energy damage, 190 knockback, 6 foot range, 20 energy, level 12
Level 4: 80-100 energy damage, 245 knockback, 7 foot range, 20 energy, level 17
Level 5: 100-125 energy damage, 305 knockback, 8 foot range, 20 energy,
level 22
Staff Master: Adds kinetic damage to non-power staff attacks
Passive Power
Level 1: +15-18 damage, level 4
Level 2: +25-31 damage, level 9
Level 3: +50-63 damage, level 14
Level 4: +80-100 damage, level 19
Level 5: +100-125 damage, level 24
Toughness: Increase maximum HP
Passive Power
Level 1: +10% HP, Level 10
Level 2: +15% HP, Level 12
Level 3: +20% HP, Level 14
Mutant Mastery: Increase maximum EP
Passive Power
Level 1: +10% EP, Level 10
Level 2: +15% EP, Level 12
Level 3: +20% EP, Level 14
Critical Strike: Increase chance of a critical attack for melee damage
Passive Power
Level 1: +2% chance
Level 2: +4% chance, level 7
Level 3: +6% chance, level 12
Level 4: +8% chance, level 17
Level 5: +10% chance, level 22
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3f: Iceman
Freeze Blast/Deep Freeze/Legend Freeze: Slow/freeze enemies, build ice bridges,
alter environment
Active Power
Level 1: 4 seconds, 65% slow, 10 energy
Level 2: 5 seconds, 55% slow, 15 energy, level 3
Level 3: 6 seconds, 45% slow, 20 energy, level 5
Level 4: 7 seconds, 35% slow, 25 energy, level 7
Level 5: 8 seconds, 25% slow, 30 energy, level 9
Level 1: 4 second freeze, 4 second 30% slow, 40 energy, level 15,
Freeze Blast level 5
Level 2: 5 second freeze, 4 second 30% slow, 45 energy, level 17
Level 3: 5 second freeze, 5 second 30% slow, 50 energy, level 19
Level 4: 6 second freeze, 5 second 30% slow, 55 energy, level 21
Level 5: 6 second freeze, 6 second 30% slow, 60 energy, level 23
Level 1: 8 second freeze, 8 second 30% slow, 70 energy, level 30,
Deep Freeze level 5
Ice Shards/Ice Spikes/Legend Spikes: Throw ice projectiles
Active Power
Level 1: 3 shards, 4-5 energy damage per shard, 1 destruction, 25 energy,
level 5
Level 2: 3 shards, 6-8 energy damage per shard, 1 destruction, 30 energy,
level 7
Level 3: 3 shards, 9-11 energy damage per shard, 2 destruction, 35 energy,
level 9
Level 4: 3 shards, 12-15 energy damage per shard, 3 destruction, 40 energy,
level 11
Level 5: 3 shards, 15-18 energy damage per shard, 3 destruction, 45 energy,
level 13
Level 1: 5 spikes, 15-18 energy damage per shard, 4 destruction, piercing,
55 energy, level 20, Ice Shards level 5
Level 2: 5 spikes, 20-25 energy damage per shard, 5 destruction, piercing,
60 energy, level 22
Level 3: 5 spikes, 25-31 energy damage per shard, 6 destruction, piercing,
65 energy, level 24
Level 4: 5 spikes, 37-45 energy damage per shard, 7 destruction, piercing,
70 energy, level 26
Level 5: 5 spikes, 50-63 energy damage per shard, 8 destruction, piercing,
75 energy, level 28
Level 1: 7 spikes, 50-63 energy damage per shard, 9 destruction, piercing,
85 energy, level 30, Ice Spikes level 5
Ice Armor/Ice Equipment/Ice Forge: Icy armor bonus
Active Power
Level 1: 15 seconds, -8 damage, 60 energy, level 5
Level 2: 16 seconds, -10 damage, 70 energy, level 7
Level 3: 17 seconds, -13 damage, 80 energy, level 9
Level 1: 20 seconds, -13 damage,
nearby allies get +4-5 energy damage to punches, 100 energy, level 14,
Ice Armor level 3
Level 2: 22 seconds, -16 damage,
nearby allies get +6-8 energy damage to punches, 110 energy, level 16
Level 3: 24 seconds, -20 damage,
nearby allies get +9-11 energy damage to punches, 120 energy, level 18
Level 1: 28 seconds, -20 damage,
all allies get +12-15 energy damage to punches, 12-15 touch damage,
140 energy, level 23, Ice Equipment level 3
Level 2: 32 seconds, -30 damage,
all allies get +15-18 energy damage to punches, 15-18 touch damage,
150 energy, level 25
Level 3: 36 seconds, -50 damage,
all allies get +20-25 energy damage to punches, 20-25 touch damage,
160 energy, level 27
FREEZE FRAME: Freezes within 12 ft., slows within 33 ft.
Active Power
Level 1: level 15
Cold Smash/Cold Crush: Adds cold damage to melee attacks
Passive Power
Level 1: 4-5 energy damage, 3 destruction, level 3
Level 2: 9-11 energy damage, 3 destruction, level 5
Level 3: 15-18 energy damage, 4 destruction, level 9
Level 1: 25-31 energy damage, 4 destruction, level 12, Cold Smash level 3
Level 2: 50-63 energy damage, 5 destruction, level 15
Level 3: 80-100 energy damage, 5 destruction, level 18
Ice Tracks: use air skating
Passive Power
Level 1: 10 feet, 9-11 energy damage, 40 knockback, 10 energy per 10 feet,
level 2
Level 2: 20 feet, 15-18 energy damage, 120 knockback, 15 energy per 10 feet,
level 7
Level 3: 30 feet, 25-31 energy damage, 190 knockback, 20 energy per 10 feet,
level 12
Level 4: 40 feet, 50-63 energy damage, 245 knockback, 25 energy per 10 feet,
level 17
Level 5: 80-100 energy damage, 305 knockback, 30 energy per 10 feet,
no distance restrictions, level 22
Toughness: Increase maximum HP
Passive Power
Level 1: +10% HP, Level 10
Level 2: +15% HP, Level 12
Level 3: +20% HP, Level 14
Mutant Mastery: Increase maximum EP
Passive Power
Level 1: +10% EP, Level 10
Level 2: +15% EP, Level 12
Level 3: +20% EP, Level 14
Critical Strike: Increase chance of a critical attack for melee damage
Passive Power
Level 1: +2% chance
Level 2: +4% chance, level 7
Level 3: +6% chance, level 12
Level 4: +8% chance, level 17
Level 5: +10% chance, level 22
Point Blank Shot: Increase damage to targets within 10 feet
Passive Power
Level 1: +10% damage, level 4
Level 2: +20% damage, level 9
Level 3: +30% damage, level 14
Level 4: +40% damage, level 19
Level 5: +50% damage, level 24
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3g: Jean Grey
Telekinesis/Telekinetic Mastery/Telekinetic Legend: Throw enemies and objects
with your mind
Active Power
Level 1: 0 damage, Light Objects, 10 energy, 20 energy per second
Level 2: 4-5 mental damage, Light objects, 15 energy, 19 energy per second,
level 3
Level 3: 9-11 mental damage, Light objects, 20 energy, 18 energy per second,
level 5
Level 4: 15-18 mental damage, Light objects, 25 energy, 17 energy per second,
level 7
Level 5: 25-31 mental damage, Light objects, 30 energy, 16 energy per second,
level 9
Level 1: 25-31 mental damage, Large objects, 40 energy, 15 energy per second,
level 15, Telekinesis level 5
Level 2: 50-63 mental damage, Large objects, 45 energy, 14 energy per second,
level 17
Level 3: 80-100 mental damage, Large objects, 50 energy, 13 energy per second,