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    FAQ by HexKrak

    Version: 2.0.0 | Updated: 10/05/04 | Search Guide | Bookmark Guide

    X-Men Legends Walkthrough
    Version 2.0.0
    By Eristole & HexKrak
    xTable of Contentsx
    A)A couple of notes
    B) Concept art, Danger room disks, and Comic locations, with basic tips and 
    mission objective type info
    C) Danger Room Scenario list
    D) Alternate Costumes
    E) Danger room Extra credit tips
    F) Concept art Titles(not finished)
    G) Special Thanks and Credits
    H) Legal
    I) Important note
    xA) First off a couple of tips and notes.x
    +The danger room gives you some of the disks for each level. We beat each dd 
    as soon as we could. So I'm not sure whether the scenarioís it gives you is 
    based on your credits, current mission or what. Beating the challenges gives 
    great items for each character that they are able to use at lvl 20. 
    +If you leave a danger room mission incomplete you can use it to get potions 
    at the xtraction points by entering the scenario grabbing all the potions you 
    can and then exit before you finish the objectives. This trick can get you 
    out of some tight spots.
    +Comics add stat points for the featured characters. They're not just another 
    version of concept art.
    +After collecting all of the concept art there will be a lot more unlocked 
    for you to view. We're not sure if this is the only reward for it.
    +The first time we played thru this game we missed a lot of danger room 
    disks, and we were able to buy a lot from healer. I'm not sure how many you 
    can buy from him, or which ones, but we were missing quite a few at endgame, 
    so you'd best find as many as you can, and that what we're trying to help you 
    do here.
    +Use the map!!! So many people get stuck, especially on the USS Arbiter, 
    while trying to locate people, or objectives when on a timer. The important 
    spots, a) objective points, this includes the people on the USS arbiter, and 
    the place you need to escort them to, b) places to make bridges, c) entrance 
    and exit points.
    +Please email hexkrak@hotmail.com with errors or fixes. Please include which 
    console you play this on, and how many times you've already beat the game. 
    Also any info that you'd like to see here.
    +We just found out that there is one piece of concept art missing from this
    guide. It was the Morlock tunnels concept art. We had it, but apparently
    neglected to write it down. Our best guess is that its in the second visit 
    to the morlock tunnels when saving the morlocks.
    xB) Item Locations and zone specific tipsx
    Game starts: Cinematic of Magma in NY
    Start as Wolverine;
    Mission 1: 
    Zone 1
    +Nothing important
    +Nothing important
    Zone 3 
    +Nothing again
    Zone 4
    +Nothing important
    Boss 1 Mystique
    Focus on the Brotherhood thugs when they spawn, then hit and run Mystique if 
    you get low on hp. The trash cans have potions; grab em if ya need em.
    Zone 5 Blob
    Boss 2 Blob
    Use Cyclopsís eye beam, and combo it with Wolverineís claw attack for a 
    damage bonus.
    Zone 6
    +DD Teamwork 101
    +Wolverine Comic
    X mansion:
    +DD Teamwork 102(subbasement)
    Go ahead and do the danger room missions. It will make the next mission cake.
    Mission 2:
    Zone 1 Frozen falls
    +Concept art (behind generator, on a little raised area just left of the 
    exit, assuming you're facing the exit)
    Your objective here is to blow up the 2 of the 5 generators.
    Zone 2 The bridge
    +Comic book Cyclops (Hidden in the trees, Just to the right, off the ledge, 
    by the generator next to the save point)
    Objective-> More generators to make into rubble. Also shut down the 
    surveillance system, which is just more lovely destruction.
    Zone 3 Outer grounds
    +DD Combined powers 101(On top of roof with the train wrecked across road)
    +Skill point (on train car on train bridge)
    Objectives Destroy 3 of 6 transformers
    Something fun to do here is to throw one of the explosive barrels onto the 
    bridge in the middle of the map, it will explode and blow up.
    Zone 4 Inner grounds
    +DD Challenge Beast (on roof near tank fight, across road from big satellite 
    dish, right before a snow tractor is in the road)
    Objectives Destroy the other 3 transformers
    Zone 5 HARPP facility
    +Nothing important
    Zone 6 Mess hall
    +DD Combined powers 102(From zone in follow path forward to the first door. 
    Inside this door there is another door immediately to your left. In this 
    small room is the disk behind some box's)
    Zone 7 System ops
    +Nothing important
    Zone 8 Satellite ops
    +Comic book Iceman(Room right before the lift out of the zone next to 2 
    generator looking things)
    Boss fight Pyro
    We slowed him with iceman, lightning with storm, and had had rogue melee him. 
    There's better ways, but this was who was in our group at the time, along 
    with the useless Jean Grey *for this fight.* Wolverine makes a better 
    addition to the group then Jean. I do recommend having iceman around the slow 
    is very useful, along with his ability to put out fires(although storms 
    tornado can do this too)
    Zone 9 Ice tunnels
    +DD Qualifying exam 100 (right next to the zone out lift)
    Zone 10 Exterior access tunnels
    +Concept art (Inlet near area you need to make bridge over)
    Boss Toad
    +Nothing to find here
    Allison in the Mansion #2:
    +Nothing important
    Bobby- by pool
    Denise- Just out of pool area in grass
    Danny- Between basketball and tennis courts
    Jubilee- Towards house
    Upstairs Dorms
    +DD Protect 202 (By stairs)
    Ground floor
    *IMPORTANT*Nightcrawler for Flashback Sentinels
      Nightcrawlers Flashback (need flyer for comic):
      7th ave
      +DD Defend 202- Alley near start 
      2 sentinels
      8th ave
      2 sentinels
      9th ave
      5 sentinels
      10th ave
      +Comic book Nightcrawler(on roof, Use Jean Grey to fly up and right from 
    zone in, building has lots of round tables on it)
      Donít kill all of the sentinels until you have the comic book, because once 
    you do, the mission will end without giving you an option to scout around.
    *IMPORTANT*Beast Flashback Juggernauts Rampage
      Beast's Flashback:
      +DD Challenge Cyclops(by stairway to dorms)
      Attack Juggernaut full out until he gets a big red circle around his feet 
    signifying that he's invulnerable. Wait until it disappears and then attack 
    him again.
    Allison's Danger room test in the dangeroom(subbasement)
    Lots of health and mana here, stock up the best you can, should be pretty 
    Morlock Tunnels:
    Zone 1 Outfall Tunnels
    +Nothing important
    Zone 2 Mainline Reservoir
    From here you can go East or West. For the purposes of this walkthru go east.
    Zone 3 EAST trunk line
    +Comic book Storm (Just to the right of the zone in. Need ice bridge or flyer 
    to get across gap)
    +Concept art (behind crates near water pump)
    Zone 4 WEST trunk line
    +DD Focus 201 (Strait ahead from zone in)
    Go back to the Mainline Reservoir and you'll be able there will be a door in 
    the center where there was sewage.
    Zone 5 The Morlock village
    +Nothing important
    Talk to Marrow
    Talk to Healer(you now have access to the healer thru most xtraction points)
    Zone 6 Mainline North
    +Concept art (get to xtraction point. go over bridge, take a left through 
    door, Break wall by door #2. Secret room with box's)
    Zone 7 The Filtration reservoir
    +DD Focus 202(Straight from zone in to wall. Turn left, in middle of bridge, 
    need a flyer, left side by Goth)
    Zone 8 22nd st Steamworks
    +DD Challenge Rogue(before entering the fighting ring to battle morrow, fly 
    around the left of the ring to a ledge back behind it.)
    In fighting Marrow Storm is a must you can just nuke nuke nuke, and win the 
    fight with very little problem. You can break the ring apart after you beat 
    marrow. The mission dosent end until you talk to Gambit. 
    From here strait to the USS Arbiter:
    Zone 1 Forward Flight Deck
    +Nothing important
    Zone 2 Aft Flight Deck
    +Nothing important
    After using the crane take one of the exploding barrels and throw it at the 
    spot the cable connects to the vehicle, to blow the thing apart dropping it 
    on the deck and opening up the new zone. For fun put one of your characters 
    under the spot it will drop. It will fall on them instantly zoning you, 
    without causing damage to your team. Hey it made me laugh anyway.
    Zone 3 Hanger Lift
    +Skill point (to the right of the zone in on a ledge, you need to fly to it, 
    but that's ok because there's an xtraction point at the zone in too.)
    Zone 4 Aft Hatchways
    +Nothing important
    Zone 5 Starboard Launch bay
    +Concept art(in a little room just right of the zone out, if you're facing 
    the zone out)
    Zone 6 Fore Launch bay
    +Nothing important
    Zone 7 The Brig
    +Comic Beast(left of zone out, in room with a guy in need of rescue)
    Timer starts in here donít fret though, when looking for the comic you'll 
    come across holes in the hull that you can use storm or Cyclops to weld 
    giving you extra time. Remember you donít have to go back to the save crewman 
    here point after each time you find someone, you can wait until you have all 
    the crewmen tagging along. That will save you some precious time. Also use 
    the large map menu option and all the crewmen will show up on the map as 
    objective points (gold x's). When you have more than one following you, you 
    may need to run away from the red arrow (save people here point), and come 
    back to get the next guy to leave. You donít have to run very far tho. 
    Zone 8 Infirmary
    +Nothing important
    Same thing goes for here. Get all the crewmen following you before returning 
    to the point where they need to be saved. 
    Zone 9 Galley
    +DD Qualify 200 (if zone out and zone in are oriented to the top hallway 
    along the map there are 3 indents along the hallway. Between the middle one 
    and the far left one there is a door to the south, go thru this door and then 
    again thru a second door to your south. The disk should be in this room)
    +Concept art (left from zone in, electric guarded, 1 blocked door, jump on 
    walkway over electric water by wall and bust it down, the wall that is)
    Zone 10 Maintenance division
    +Nothing important
    Back to the Mansion:
    Magma Danger room #2:
    Zone 1
    +Nothing important
    Zone 2 Central park
    +Comic Magma (on path by sewer grate you destroy)
    +Concept art (by destroyed bridge
    Zone 3 East Manhattan
    +Nothing important
    Wolverine Flashback:
    Zone 1
    +Nothing important
    Zone 2 Lab Support
    +DD Survival 302 (Top left corner of the map, oriented as the map is when you 
    zone in)
    Zone 3 Fission Gate
    +DD Challenge Wolverine (at end before you catch boss scientist, go upstairs 
    into his room hug the right wall, and walk out down stairs and you'll see it.)
    Nuke Factory (need a flyer for comic in zone 2):
    Zone 1 Primary Control Center
    +DD Assault 301 (go forward, talk to the guy, continue forward, take the 
    stairway down to your right, follow around machinery)
    Zone 2 Turbine facility
    +Nothing important
    Zone 3 Reactor Core
    +Comic Jubilee (At zone in if you fly strait over the stairs and turn right 
    you will see it down by the water. Down stairs, need a flyer to get over the 
    electrified water)
    Zone 4 Coolant pumps
    *I recommend you crack open a 40 of Old E here. It really helps you get thru.
    Zone 5 Back to the reactor core
    +Nothing unless you missed it the first time
    Zone 6 Conversion Sequencers
    +Nothing important
    Zone 7 Secondary Control center
    +Concept art (when leaving the room with the objective, take off from the 
    stairs down, and fly to the right)
    Zone 8 Condenser controls
    +DD Challenge Storm (From zone in go down to grate above electric wate. Run 
    straight fly forward onto ledge to your left)
    Zone 9 Back to the conversion sequencers
    +DD Assault 302 (behind, now open, blast doors, you must get these with a 
    flyer before welding the arms into position, because this will cause the 
    mission complete sequence)
    +Skill Point (same place as assault 302)
    To weld the arms in place first you must push them into place using Jean 
    Grey's telekinesis, or Storm's Tornado. Then you can weld them with Cyclops's 
    eye beams, or Storm's lightning bolt.
    Muir Island
    Main area
    +Sketch Book (run around the center area and you'll find it with ease.)
    Reboot the supercomputer
    Zone 1
    Load up on potions, there should be more than enough to beat the robots and 
    stock you reserves. If you have Shadowcat's touch, this would be a good place 
    to use it.
    Muir Island main area
    We got stuck here both times thru the game, and had to reload the game. All 
    the advice I have is listen to everything the people say without skipping 
    thru it by pressing A. This seemed to do the trick.
    Back to the X Mansion romp:
    +Sketchbook (by a set of  three chairs, with a couple kids lounging around, 
    by pool)
    +DD Challenge Ice Man (Dorm level next to stairs)
    +Comic Book Rogue (Subbasement, Brig, where they're holding toad)
    Mansion Mission GRSO:
    Zone 1 Back yard
    +Nothing important
    *p.s. By this point if you took the 40's of old e advice you should be pretty 
    Zone 2 Front yard
    Back Inside the Mansion:
    You have a second chance to get the items you could have found if you were 
    following the walkthru the last time you were exploring. Even if you found 
    them the first time they will show up again.
    +DD Challenge Ice Man (Dorm level next to stairs)
    +Comic Book Rogue (Subbasement, Brig, where they're holding toad)
    Astral plane or Weapon X choice for mission:
    Weapon X
    Zone 1 Infusion trials ruins
    +Skill point 30k exp (go left from zone out and you'll see a second yellow x 
    on the map, go to it)
    +DD Sabotage 402 (Right from zone in. In room with 2 pipe things, in the 
    middle of a little pit thing)
    Zone 2 Lab support ruins
    +Nothing important
    * Finally I started taking the notes, and I can read the handwriting
    Zone 3
    +DD Challenge Night Crawler (by switch to shut off force field door at end of 
    Zone 4 D Block Ruins
    +DD Focus 401 (first door on right from zone in)
    Zone 5 Holding Cells
    +Concept art (straight ahead from zone in)
    Astral Plains
    Zone 1 The Shadow Gallery
    +DD Challenge Phoenix (Follow the path and keep left)
    Zone 2 The Chamber of Echos
    +DD Qualify Exam 300 (Left of save point, when facing zone in)
    Zone 3 The endless stairs
    +Nothing important
    Zone 4 The lovely Dark
    +Astral Stone
    +Comic book Emma frost (north from entrance, from original map orientation?)
    Sentinel Attack:
    +Big fat nothing except lovely potions of goodness
    Mansion romp:
    +Nothing important
    Morlock Village visit #2:
    Zone 1 Morlock village
    +nothing important
    Zone 2 Storm drain
    +concept art (From zone in take all rights. It is across a small bridge)
    Zone 3
    +Comic book Gambit (left of zone in, in area blocked by sewer fence)
    +DD Focus 402 (Upstairs by lever, to the right as you go in the room)
    Zone 4 Waste waster basin
    +Cybers Revenge
    Zone 5 Overflow reservoir
    +DD Challenge Colossus (first door on left side, destroy wall on right)
    +DD Graduation Exam 400 (in room with lever to release healer)
    Mt Essence
    Zone 1
    +DD Challenge Magma (as you travel forward from the xtraction point follow 
    the left wall, opposite from the lava, and there will be a sliver of land 
    that curves around a bend, just before the walking room ends and the magma 
    continues the disk will be)
    +Concept art (beginning of stairway before conputer, marked by yellow x on 
    Zone 2 Transport C
    Mansion romp:
    +Concept art (dining room)
    3 options for the next mission we did them in this order.
    Juggernaut on Muir island:
    +Comic Colossus (in the middle)
    +DD Survival 501 (Forge's room by where you start)
    Save the Morlocks:
    Zone 1 Ladder and Teleporter destruction?(like I said we were kinda drunk at 
    this point)
    +Concept art (Near 4th ladder, close to exit)
    Zone 2 Grit Flowage
    +DD Sabotage 501 (after second ladder go to the right, inbetween metal cages 
    in the back)
    Zone 3 Sedimentary
    Put a flyer in your group if you donít have one, you'll need it for a DD in 
    the next zone
    Zone 4 Dechlorination
    +DD Challenge Gambit (left from fighting platform, you'll need a flyer to get 
    it, Nightcrawler might do it, but if he cant its a 32k death, and a missing 
    First take out her lackeys, I suggest storm with some massive chain lighting. 
    Then take morrow out. As soon as you do run to one of the 4 corners, very 
    quick, a leviathan will show up briefly while resurrecting Morrow. Kill it 
    quick. Kill her lackeys and then her. Run to the next nearest corner to the 
    one you visited first, and kill the leviathan. Repeat this process until you 
    have killed all 4 of the corner units. And then just kill morrow again, and 
    she wonít come back this time. 
    Remember one thing tho. Get that disk first, because once you beat her you 
    wont have a chance to go run around, it will be mission over.
    NY Riot:
    Zone 1 2nd st
    +DD Survival 502 (Straight out from the save point, all the way to the fourth 
    st wall. In a little cove)
    Zone 2 East 4th st
    +DD Challenge Jubilee (Before zone out, before alley, left hand side of 
    street, hidden by fire, need ice or storm to put it out)
    +Concept art (Hug right from zone in, in a little cove on right behind tree)
    Mansion again:
    +DD Sabotage 402(bought from healer, available from general inventory not 
    grab bag. If its not for you donít fret, try beating some of your incomplete 
    danger room sequences or gaining a few levels)
    * Recommended drinking a pot of coffee here if you want to finish this game 
    in 1 sitting.
    Astral Plane(again):
    Zone 1 Xavier Nexsus
    +DD Protect 601 (far left at start of stariways)
    From here you have 3 choices of zones to visit
    Knowledge - Hall on fire (right most portal)
    +Comic (left down and left again from zone in)
    *everyone but Eristole is passed out at this point, including me, HexKrak, 
    cuz I didnít drink that pot of coffee and it was 8:00am. All props to 
    Eristole for making this part possible.
    Honor - The guardian statue (left most portal)
    +DD Challenge Emma Frost (take all lefts)
    To kill blob you have to kill the statues to make him vulnerable
    Middle Portal - Chamber of faith
    +Concept art (Right after first floating florr tile)
    *Due to Eristoleís continued degradation of handwriting I'm guessing he's 
    really tired by now, its gotta be about 9am
    Prof Mind
    Factory Grounds:
    +Concept art (in train box car, by guy that drops proximity card)
    Zone 1 Fabrication facility
    +DD Qualifying Exam 500 (to the right of zone in, up stairs in a back room)
    Zone 2 Armor application
    Zone 3 Leg attachment
    Zone 4 Arm attachment
    Zone 5 Head attachment
    +Focus 601 (in a room by the guidance thing
    Zone 6 Storage Wearhouse
    Zone 7 Biolab's holding
    Zone 8 Biolab workshop
    +Concept art (from save point go through the doors until you find a room with 
    a "pool" in it. The pool kills you but in the back on an I beam you'll be 
    able to land and get sketchbook)
    Zone 9 Biolab Gallery
    +DD Nightmare Wolverine (on top of the generator, after spider sentinal)
    Zone 10 Subject recondition center
    +skill point (need a Flyer and nightcrawler, by the two bridges, that you 
    make,  fly around back)
    Zone 11
    Astral Plane(3rd time):
    +DD Nightmare Cyclops (right pathway from save point go straight all the way 
    to cove in wall up stairs)
    +Comic Book Jean Grey (left pathway from save point, in big room, bottom left 
    Mansion again again again again...:
    +DD Nightmare Phoenix (xJet hanger)
    +Concept art(Dining room)
    *Gratz You now have all the concept art, check the book in Colossusís room to 
    check out the new unlocked art.
    Last mission Asteroid M:
    Zone 1 
    +Nothing important
    Zone 2 
    +Nightmare Colossus (to the left and down the stairs, behind some boxes after 
    Mystique dialog)
    Zone 3
    Zone 4
    +DD Challenge Psylocke (room after you fight Magneto)
    Zone 5 
    +Challenge Legends (room with lots of places to make bridges, in center top, 
    break big planter to see it easier)
    xC) Danger Room Scenario'sx
    Here's a list of all the Danger room scenarioís so you can cross reference to 
    see which you missed or even better, havenít missed.
    Setting 101: Hidden goods
    Setting 102: Throwing
    Moves 101: Triple hit
    Moves 102: Knock Back
    Moves 103: Popup
    Moves 104: Trip
    Moves 105: Stun
    Moves 106: Throw
    Teamwork 101
    Teamwork 102
    Combined Powers 101
    Combined Powers 102
    Qualifying exam 100
    Protect 201
    Protect 202
    Defend 201
    Defend 202
    Focus 201
    Focus 202
    Qualifying exam 200
    Challenge Beast
    Challenge Rogue
    Challenge Cyclops
    Combined Powers 301 
    Combined Powers 302
    Survival 301
    Survival 302
    Assault 301
    Assault 302
    Qualifying exam 300
    Challenge Wolverine
    Challenge Storm
    Challenge Iceman
    Protect 401
    Protect 402
    Sabotage 401
    Sabotage 402
    Focus 401
    Focus 402
    Graduation Exam 400
    Challenge Phoenix
    Challenge Nightcrawler
    Challenge Magma
    Challenge Colossus
    Defend 501
    Assault 501
    Assault 502
    Survival 501
    Survival 502
    Sabotage 501
    Qualifying Exam 500
    Challenge Jubilee
    Challenge Gambit
    Challenge Emma Frost
    Challenge Psylocke
    Protect 601
    Focus 601
    Nightmare Wolverine
    Nightmare Phoenix
    Nightmare Cyclops
    Nightmare Colossus
    Challenge Legends
    xD) Alternate Costumesx
    Beast-> Original, Extreme
    Colossus-> Original, Extreme, Flesh
    Cyclops-> Extreme, Original, 70s 
    Emma Frost-> New X-Men, Extreme
    Gambit-> Extreme
    Iceman-> Original, Flesh, 70's, and one other I think it but its a very 
    slight change from another of his costumes
    Jean Grey-> Original, 70's, Phoenix
    Jubilee-> None
    Magma-> X mansion attire, Extreme
    Nightcrawler-> Original, Extreme
    Professor X-> None
    Psylocke-> Extreme
    Rogue-> None
    Storm-> Extreme
    Wolverine-> Weapon X, Extreme, 70's
    xE)Danger room extra credit tips.x
    Efficiency-> Finish the mission quick, you'll notice in the scenarios that 
    you have to run the timer down this credit wont be available
    Demolition-> Not sure yet, but it has something to do with power combo's
    Tactician-> Use each character for the same amount of time. So if you have a 
    2 minute timer you have to run down, use each character for 30 seconds
    Untouchable-> Finish the scenario with all characters above 90% health
    xF)Concept art titles(in the order they're listed in the game)x
    Asteroid M
    Morlock Tunnels
    Early Alison
    HAARP Soldier 1
    HAARP Soldier 2
    Spider Sentinel
    Astral Plane
    Hive Labs
    Rogue Gambit
    Trio One
    Sewars Healer
    Hove Factory
    Mansion Sketches
    HAARP and Ice Tunnels
    HAARP Interior
    Weapon X Lab
    --------------The rest are bonus art for collecting all of the above
    Mansion Backyard
    Mansion Subbasement
    Conference Furniture
    Conference Environement
    Subbasement Hall
    Mansion Front
    Overhead mansion
    Danger Room
    Danger Room Blueprint
    Mansion Blueprint layout
    Professor X and Cerebro
    Wolverine and Beast
    Cyclops and Emma Frost
    Nightcrawler, Kitty, Havok
    Storm and Mervel Girl
    Polaris, Sage, Rogue
    Gambit and Bishop
    xG) A special thanks and Credit to these people x 
    x       for helping us fill in the holes        x
    This FAQ was made for personal use, please don't reproduce without my consent.
    Copyright Cory Sougstad (HexKrak) 2004
    xI)Important note:x
    If you enjoyed this faq, and want to see more send me an e-mail. If you feel 
    I saved you from buying a $20 guide at the store, feel free to send a couple 
    dollars via paypal, to hexkrak@hotmail.com. If you don't have a couple 
    dollars to send, again, just send me an e-mail. I really enjoy the feedback 
    from the people using this.

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