X2 WOLVERINE'S REVENGE for Gameboy Advance X2 WOLVERINE'S REVENGE X2 WOLVERINE'S REVENGE version 1.0 Table of Contents I. Author and Contact Info II. Introduction III. Gameplay IV. Controls V. In play menu options VI. Unique Moves/Maneuvers VII. Power-ups VIII. Standard Items and other common level stuff IX. Enemy List X. Level Walkthrough XI. Danger Room Walkthrough XII. Final Notes ====================================================== I. Author and Contact Info I've been meaning to contribute something to gamefaqs for years now, but never got around to it since I would either get lazy or just forget about it the whole thing altogether after finding out that 10 other people or so have already beaten me to certain FAQs I was going to write. In this case, seeing as people were concentrated on "X2: Wolverine's Revenge" for other platforms and completely left the GBA version untouched, I jumped at the opportunity. This would in fact make this my first FAQ ever, so if there's something amiss, that's probably why. To further note: I probably won't be writing any more FAQs, ever. Just writing something as simple as a platform action gaming walkthrough got quite burdensome. My thanks to all those who freely contributed their own FAQs, here on gamefaqs or anywhere else. It truly takes a romp through the process on your own to appreciate what everyone else in the gamefaqs community has already done and for what's to come. Only contact me for: -If something about this FAQ is confusing -If some fact or information seems wrong or missing -If you have alternate ways for beating bosses, doing certain things do >NOT< contact me for: -asking for version updates. The only 2 cases where I'll update are: any corrections I feel are necessary (e.g. I have had a lot of incorrect information or am missing a lot of that) If I'm able to find the time to make corrections. Otherwise, consider this a final version -requests for ROMs -for information already on this FAQ. Depending on my mood, I may tell you, or just say "rtfs" (read the friggin' spec) If you do wish to contact me, my most permanent, current email address is: (this is to keep my new inbox from getting spammed via spambots) alpha - yankee - alpha - oscar - at - papa - echo - echo - papa - echo - romeo - sierra - dot - oscar - romeo - golf To decipher this, simply read the first letter off each word except for the numbers and the punctuation. This is "military phonetics" or "aeronautical phonetics" in case you're wondering. Okay, not a 100% per se, I don't know if that's what they really use for 'o', 'p', and 'r'. but I'm sure you get the picture. Just to warn you ahead of time, this isn't my primary email address, so I only check it about x1 a week or so. ====================================================== II. Introduction Another X-men game. This one based on the "X2: X-men united" movie sequel that came out over a month ago from now (6/29/03). Before playing this game, I thought it would address 1 important issue on my mind: What the heck happened to Sabretooth between the first and second X-Men movie. Alas it didn't. I heard somewhere else that in any of the console and PC versions, it DOES go into what happened to him. Apparently the it's the storyline AND gameplay that are different. ====================================================== III. Gameplay Gameplay for this title is old school platform gaming. Unlike other versions of this game available for other gaming platforms which are 3rd person 3D, the GBA version is 2D. Play a level and then fight its boss. Levels are either of straight up running through to the end or under stealth conditions (without being detected.). Both may require you to find keys, switches, and/or kill enemies to proceed. Chasing an opponent without losing sight of him is another type of level. Bosses are either a true boss battles against 1 hard, powerful character or arena bosses where you fight lots of lesser enemies. Finally, there are bonus danger room levels that aren't required to be found, let alone played, but are there to give you a chance to hone your skills and even earn a continue. ====================================================== IV. Controls Menu controls: A - select B - cancel Start - select, resume paused game on main menu pause screen Joypad - move cursor around In game controls (excluding power-up moves): A - jump B - attack L - sheathe/unsheathe claws R - power-up ability use (see below) Select - not used Start - pause ====================================================== V. In play menu options Resume: Unpauses the game. Pressing start will also do the same thing Quit: Quit back to the title screen. Confirmation will be asked first though Music: Toggles music on or off. May conserve battery power. Power-ups: Lists all power-ups in the game with the ones that you already acquired spinning. ====================================================== VI. Unique Moves/Maneuvers 3-hit combo: B 3 times in succession Your standard Final fight move. With claws sheathed straight punch, left hook, followed by a knockdown uppercut. Pretty bland. With claws out, horizontal forward slash, downward slash across, followed by the knockdown upward vertical slash. The slash directional make a difference in where the 2nd and 3rd slashes and hit enemies below and above you respectively. Stealth attack: up + B while claws are sheathed Use this to take out unsuspecting, passive enemies out in one hit. Only works against people or humanoid machines of the same size (as opposed to say, the shiva droids). Most enemies can be dealt with just as easily if not instantly without stealth attack, but for taking out enemies without setting off alarms, this is only way. Regardless of whether you're playing a stealth level or not, once enemies detect you, stealth will still hurt them, but will no longer be an instant kill. Berserker rage: with claws out, repeatedly press B until your rage meter completely fills Attacking power and range are slightly increased. Some notes about this move. First, it's not how fast LOGAN slashes that determine how fast the rage meter fills, but how fast YOU press the B button. Even though Logan swings about 3 punches per second, I've seen someone with a Fast thumb completely fill the meter in less than a second! Good skill to have for those quick ambushes or in tight boss battles. Works when in air, standing, and crouching. When you stop slashing (and yes, punches and slashes ARE different in this game), the meter slowly goes down assuming it isn't at full. Another thing is while in berserker rage mode, Wall Cling and Ceiling Cling abilities are unavailable. Finally, and strangely enough, Berserker Rage slashes can't penetrate walls but they do go through and hit foes across crates (even the unbreakable ones). Use this when groups of fighting a combination of the following: large groups of enemies, enemies you don't want to keep your distance from, or don't need to scale walls. To end berserker rage mode, simply stop slashing long enough for the meter to go completely empty. You'll need a few seconds after the meter hits zero to recover from it. Of all the moves Logan can normally do, he will only be able to walk in either direction or stand still in this state and nothing else. Be careful slipping back into normal mode around enemies, as it's an easy hit or two to get on you. Final Note: Although the boss walkthrough for the bosses below, will help you beat them with out taking a single hit, this move may be used immediately in an attempt to finish the battle quickly. Won't always work, but if you're lucky, it just might :) Automatic knockdown strikes: Think of it like the "extra joy" or "panic button" for the game, taken from Cody's swirl kick or Haggar's spinning clothesline from the Final Fight series. Like those "special moves" these are automatic 1-hit knockdowns (not all enemies, mostly enemy people) and they do much less damage than a normal claw strike. But unlike from Final Fight, they don't make you temporarily invincible and have no health penalty in using it. As you face situations like fighting multiple people along with incoming orb bots or rushing through part of a level in minimal time, using this maneuver helps since if people are flat on their backs, they can't be throwing grenades and slashing at you, which would not only chip away at your health, but pin you down and keep you from jumping away or throwing your own attacks. This allows you to run away or reposition yourself. Except to do stray damage, this move is worthless against any enemy that can't be knocked down, the big droids/robots and bosses in particular. The following 3 maneuvers are knockdown strikes. Jump kick: while running press B OR press B while dashing. Both done while claws are sheathed Just a simple knockdown blow. This can knock foes back halfway across the screen, and if they fall off a ledge, they may live, they may not, but they won't be bothering you again. Jump slash: press B while in air OR press B while dashing. Both done while claws are out Another simple knockdown blow. You'll want to do this instead of jump kick to knock foes into pits rather over them. Otherwise, same damage done here as with jump kicks. Crouching slash: down + B with claws out Something to do if you're getting wailed on and don't have Sliding power-up yet. "Encircling attack": (requires slide ability, and optionally dive attack) Preferably with claws out, whack the foe 1 or more times, slide through him, then turn around and whack him some more. Rinse and repeat. If you can get the timing right, you can put the pressure on your foes, but still avoid getting clobbered. A better way to put the hurt on your foes without standing in one place for long is to dive attack into them, then slide "around" them to safety. Whatever works best for you. ====================================================== VII. Power-ups: Note: any asci illustrations for the power-up icons may look way off, simply either because of the way this document will ultimately be formatted when posted online, or its just simply not possible to draw it out using the standard character sets. You can revisit completed acts and obtain the power-ups again, but getting them again won't change anything ---------- Dash R + left or right while on ground Looks like: two 'greater than' signs >> Most important use is for leaping across long chasms and pitfalls. You can also execute a quick jump kick attack (see moves/maneuvers section) while running, which is helpful for knocking enemies down into pits. Also helpful in timed areas and boss fights. ---------- Wall Cling Unsheathe claws and jump towards any wall Looks like: the letter 'c' with a vertical pipe right next to it c| While this is necessary to scale new heights and make progress throughout the levels, this can also slow down your downward descent. Most notably, saving your ass if you should fall short of jumping across a pitfall. Just cling to the side and spring back up to the edge (like in Ninja Gaiden or in Megaman X), a process I'll refer to as "wall clinging your way up" or something of that sort. Pressing left or right + A will let you jump off the wall while just a neutral A lets you drop down. Note that the longer you cling, the faster you'll fall. Also note that you can slash while hanging there, which can keep you from getting hit and knocked all the way whence you climbed from. This and ceiling cling are the only power-ups that canNOT be used in conjunction with berserker rage mode. ---------- Slide Down + R while on ground Looks like: a downward right curved arrow \--> Allows you to pass through narrow openings in walls at ground level. Also does about half a punch's worth of damage. Very useful if you're fighting a horde of enemies and are trapped, as you can't run through enemies and jumping may not be possible if they keep wailing on you. Use slide in such a situation to go right through them. Last but not least, sliding lets you move while staying in the crouched position, something not quite as applicable, but still occurs none of the less. ---------- Somersault Press B in air only if not already somersaulting ^ Looks like: two hat characters, one atop another ^ A pseudo double jump ability. More like 1.5 jumps, as the second jump is much shorter than the first. Still, it allows you to get to those 'just out of reach spots'. Also a potential lifesaver when crossing those 'just a little short' jumps across gaps. Some boss fights are easier with this ability. ---------- Dive Attack Down + Y while in air \ Looks like: a straight arrow pointing diagonally down and right _\| Finally, the first attacking power-up! Performs a big crescent slash, diagonally down and forward. Additionally, Wolvie also air dashes down and forward for a short distance as he strikes (kinda like when you jump kick in those old Teenage Mutant Ninja Turtles arcade games.) As an attacking move, it's pretty useful. It does the equivalent damage of a combo strike (3 hits) and knocks down most enemies, making it a suitable replacement for the jumping slash attack (but not necessarily jump kicking, as jump kicking can still knock enemies further back than this attack). Finally, the fact that Wolvie air dashes in short bursts when he performs this makes it helpful anywhere you would be doing a lot of jumping, but still need the speed and long distance coverage of ground dashing. If you're falling from a high altitude, just Dive Attack multiple times to simulate "air dashing". ---------- Restoration Press and hold B while standing still with claws sheathed Looks like: a heart with a plus sign inside of it. <No picture Available> Yep, at a healing factor of about 5 - 6 times than normal, that's fast. With this ability, all you literally need are 5 seconds of 'peace and quiet', and you can have around 75% of your life restored. When you consider that almost any situation where you get ganged up on can be escaped alive by sliding to safety and that bosses don't continuously put you under siege, then there are always restoration opportunities. Okay, so you usually won't have a full 5 seconds, but there's always 2-3 second intervals you can squeeze in, and doing those 2 - 3 times is enough to completely fill your life meter. In short, as long as you don't have to worry about falling into pits or auto- failing missions, then you'll be "more invincible" with this power-up. ---------- Ceiling Cling Hold A with claws out and jump to a ceiling _ Looks like: a 'u' with a horizontal line above it. U Akin to Wall Cling. Unlike wall cling, you can stay there all day and not have to worry about sliding down or something of that sort. You can forward slash while hanging (just press B) and also slash straight down (press up + B). Just be careful not to press down + B, as you'll Dive Slash instead and fall straight down. Another neat trick is to just press and hold up, and Wolverine will pull his legs up. This is to let enemies and projectiles pass harmlessly beneath. Sadly, there's only 1 place in the game where this is actually useful. Ceiling cling is really only practical for traversing terrain, as you move too slowly to be useful when fighting bosses. Finally, there's a way to transit between Wall Cling and Ceiling Cling and vice versa around corners that jut out. For wall to ceiling, fall slightly and somersault jump forward to ceiling cling to the adjacent ceiling. For ceiling to wall, just keep moving forward, and when there's nothing else to ceiling cling to, he'll automatically jump forward and up slightly. Somersault back to wall cling to the adjacent wall. This and ceiling cling are the only power-ups that canNOT be used in conjunction with berserker rage mode. ---------- Feral Rage Enter Berserker Rage and attack like you normally would. Looks like: 3 diagonal lines coming in from the upper right hand side to the center, resembling claws /// "Increases your attack power when in berserker rage". Well, it does just that. Expect about 1.5x to 2x the power compared to without this power-up. If you're a berserker rage person, this is for you. Battles that were previously unmanageable with berserker before can now be quickly finished before you get killed first. The big downer, it's the last power-up you get, so you gotta go back to previous acts to REALLY have fun with it. ====================================================== VIII. Standard Items and other common level stuff ---------- 1-up Looks like: a big 'X1' icon Gives you a 1-up ---------- Continue Looks like: One Big X Gives you an extra continue ---------- Check Point Looks like: Raised circular blue floor pad with an X on it Step on it to light up and activate it. From here on till your next checkpoint, if you die, you'll start here instead of the very beginning of the current part of the level you're playing. ---------- Gray metal doors Looks like: a gray horizontal or vertical line as thick as Wolverine himself. Probably adamantium (which would be enough to explain why Wolverine can't just tear it down with his claws). These can be opened/closed either by hitting the correct switch or killing all the enemies within an area. Furthermore, on stealth maps, triggering alarms may cause doors to seal shut, while waiting it out will reopen them. ---------- switch Looks like: a long stick with a red handle, like a larger version of a gearshift on a car Attack this switch in any way to toggle it ---------- lifts Looks like: a horizontal gray line These move horizontally, vertically, or remain stationary. They can also be wall/ceiling clinged to and are needed to cross over otherwise impassible territory. ---------- saw blades Looks like: circular saw blades These are mounted on floors, walls, and ceilings to prevent passage to specific places or to make your trip more difficult. 4 hits from these without any regeneration will kill you. ---------- Key card Looks like: red key card Dropped by defeated enemies or in plain site, each key can unlock a locked door (the ones with a red "keyhole") within an act. This item will appear in your item box when active. ---------- Locked door Looks like: a gray door with a red "keyhole" in the middle These doors will only open with the possession of a key card ---------- Module Looks like: green key card Total of 8 in the game, 1 on each level. Each one of these grants access to a different Danger Room that you play between acts. ---------- Scent Looks like: a blue circle with green scent swirling within it. Allows Wolverine to track things much more accurately, which in turn will lead to the goal of the level. A radar meter will appear top center to let you know which direction the goal is relevant to your current position while green scent lines will appear during game play to "mark" the path to go by. This item will appear in your item box when active. ---------- CD Looks like: gray CD icon on an aqua-green, square background Obtaining all these CDs is required to complete act 4. ---------- Missing child Looks like: a child in school uniform on her knees Rescuing all the children is required to complete act 5. ====================================================== IX. Enemy List: FYI: thugs and guards are essentially the same thing; the Hellfire mercenary thugs. Blue mercenary thugs These guys shoot their pistols from afar and punch and kick up close. Both deal very minor damage. Simply duck under their shots. Purple mercenary thugs Like the blue mercenary thugs except they also throw explosives across short distances which deal moderate damage. Red mercenary thugs Like the blue mercenary thugs except they shoot a ball of electricity instead of a bullet. No more threatening than their blue cousins. Orb bots Found in the danger rooms as well as regular levels. They inflict damage by ramming into you, where as they then die. These also go down in one hit. Probe bots They look like miniature versions of the probots from Star Wars: Empire Strikes Back. These shoot an energy ball just like the Red mercenary thugs, but go down in one hit. Wall mounted security cameras You can see their range of view. Avoid it, deactivate it via a switch, or take it out in one fell swoop. Otherwise, an alarm will be triggered. Blue clad ninjas The orb bots of Japan, act 3, part 1. They only come out of the wooden doors when an alarm is triggered. They're melee units only. Gray clad ninjas The orb bots of Japan, act 3, part 2. Just like the blue ninjas except they throw shurikens from afar, which do sizeable damage. Wall mounted spider bots They scale up and down walls and fire energy balls at you. One hit to kill. Green clad ninjas These guys are out in the open, and don't seem to be any different than the gray ninjas. Act 4 green ninjas Throw shurikens, but are deadlier in melee than previous versions since they can match your claw range with their own swords. Act 4 gray ninjas Look just like the gray ninjas from the last act. They throw bombs, punches, and kicks and go down after 1 combo strike. Act 4 red ninjas No missile attack, but upon sighting you, they run after you and slash at you, like Wolverine himself. Also weak in they go down after 1 combo strike. Large spider bots (red and blue) They look heavily armed and armored, but these robots are nothing more than glorified mercenary thugs. Except for invulnerability to the effects of stealth attack, inability to be knocked down, and slightly better armor, you can easily treat them like thugs and possibly even kill them as quickly and easily too. The ones with red streaks on their head are armed with a flamethrower. Since it's mounted at head level, you can safely crouch under it while slashing away. The other type with blue streaks on its head lobs 2 grenades at you in succession. Jump in and attack when you get an opening. "Unarmed" bronze-silverish colored robots (looks like C3PO) Patrolling the base on act 7, they share the same attributes as the thugs, so you can also stealth them, but they can also set off alarms. Interestingly enough they attack you by self-destruction. [I probably missed about up to 10% of the enemies, but most of Those would be hybrids similar to the ones already listed. Being as I'm getting fed up and lazy with creating this FAQ, I'm gonna ignore the rest for now and maybe get the rest in a later version] ====================================================== X. Level Walkthrough: hint: all module locations are labelled with *mod*. Do an ctrl+F search on that to locate it quickly. ---------- Act 1 Canadian Wilderness Revenge Awakening Meh, pretty straightforward level. There isn't any required vertical traversing in this level, so everything will pretty much be out in the open. Xavier's head pops up in this level more often than others, and rightfully so, since all the extra dialogue provide a tutorial and information on gameplay. When on the wooden rope bridges, simply run across them or, if you're in a more daring mood, walk and jump across them. BOSS 1 gang of mercenary thugs Not a true boss per se, but an arena like setting where you fight about up to a dozen of those hellfire mercenaries. The key is to keep em all on one side (if you played games like Final Fight or Double Dragon, then you'll know what I mean), otherwise you'll get clobbered for sure if they surround you from both sides. For those of you who remember any of the Double Dragon games you could also do another strategy and knock the thugs into the hole for quick kills, but be careful not to fall in yourself, else it's you'll have to start the "boss" all over again. Some will even try to jump you from above (those coming out of the right hand side door). Note that new enemies come out at timed intervals, and not after you kill them, so you may have to deal with up to 4 of them at once. Either way, this is rather easy to get through. Good place to use berserker rage. 1 one-up 1 power-up 1 module *mod* When you arrive at the 2nd area of this level, jump across the first gap, and climb up onto the roof of the first house you find, which is also where you run into your first enemy of the game to find module 1 (you'll need the Wall Cling power-up to reach it. Make note of it and come back later when you've got it.). ---------- Act 2 Weapon X Sabretooth's Trail The chase is on! A nice diversion to the standard "march across a level and kill anyone who gets in your way" type levels. Keep close on Sabretooth's tail without running into him or attacking him. Although it's usually pretty easy to spot Sabretooth at any given point and determine how you're doing distance wise, use of the gauge at the upper right to monitor your progress helps. When the road diverges, take the top road and have your claws ready. Take out the snow bunks, and jump across the gap, taking care NOT to land on any part of the wooden bridge (it won't be there by the time You land). For the wooden bridge after that, you'll notice that Sabretooth didn't use the entire bridge, so most of it still remains. Use the front portion that's left to cross the bridge. At this point you're close to the end. If he's already at the edge of the screen go straight for the door. Otherwise, you'll have enough time to smash the crate and grab a 1-up. Now that the chasing part is over, keep going right. Hit the switch to toggle its settings. You'll need to do this for these and other switches like these throughout the next part. Use the Stealth Attack to easily take out the thug in the next part. Running into him or using any other attack will alert him and set off the alarms. Plus, you'll then have to fight him normally. Note: Triggering any alarms in this act doesn't fail the mission; it's just a nuisance as extra orb bots are sent after for each short duration of the alarm. You could just as well finish this part by hitting only the switches that open up doors and barriers while plowing through and setting off all the alarms in every other spot. Whatever suits your style. Go up the first vertical shaft and hit the switch to the right to deactivate the lasers. Go up the second shaft and to the left to claim the Wall Cling power-up and to the right to de-activate yet another security switch. Just after you will reach checkpoint 1, you'll come across patrolling guards, as opposed to the stationary guards. These guys walk back and forth and if they spot you, will trigger the alarm. This'll happen should u come within 1/2 the screens length within them while on the same height level. Deal with them as they turn your back towards you and stop moving. You'll reach a dead end, but killing the last guard will grant you an access key to open the locked door that was just beyond the checkpoint 1. Keep going right and down 2 vertical shafts, taking note of the horizontal eye beams set up in the 2nd shaft. Grab Sabretooth's scent to the right and proceed past checkpoint 3. Take the first path up and head right. At the end you'll find *mod* module 2 in the crate as well as the switch to turn off the camera on the ground level. Go back all the way down and explore both paths. The bottom one opening up the door and the top to get another 1-up. At this point, all obstacles are resolved. Go through to the final door, but be sure to grab the final 1-up all the way to the right before you do. BOSS 2a Sabretooth There are only 3 things you need to worry about when fighting Sabretooth. First is his running slash attack. Just before he moves from one side of the room to another, he'll growl (sounds tinny, but not too surprising coming from a GBA unit) and run towards the other side of the room, slashing when he gets close. Since you can't duck or jump over this attack, your only hope is to wall cling and use that extra height to jump over him. You COULD remain hanging on the wall, but every once in a while, he'll do his second type of attack and jump up an try to slash you from directly below. That's it, he'll keep repeating these moves over and over again till one of you goes down. Halfway through, your third concern; orb bots will come out of the top middle door to attempt to complicate matters but, simply take it out when you've got an open shot. Remember, since he hits much harder than you do, u need to wall cling to avoid getting hit, and that means NO BERSERKER RAGE. BOSS 2b Shiva droids (x4) Weapon X's defense droids are onto you! You fight four of these of these bad boys, which come out at timed intervals like the mercenaries in the previous level. You could wall cling and jump over the fireballs the Shivas shoot and back away from their swipes, but it'd be more fun and quicker (especially in berserker rage mode) to just keep going all out on them. You'll lose a lot of health this way, but they'll all be gone if you keep plugging away. Either way, be careful with the fireballs, as they're really 3 of them per blast and can easily hit you 3 times if you don't move when you get knocked down the first time. Orb bots still come out, but not a lot to be a big issue. Another pseudo boss since you'll be seeing shiva later in the game as well. 3 one-up 1 power-up 1 module ---------- Act 3 Mt. Arakawa, Japan Ring of Fire Start off by stealth killing all the guards in the area, and then grabbing the 1-up on the roof of the first house. Alerting any guards will temporarily close any door that were open and will cause blue ninjas to pour out of the wooden doors, so try to avoid this. Destroying boxes alerts guards who are within earshot range (about half a screen length away) so wait until you taken them out before you smash them. Once all the guards are gone, the door opens up and you may proceed to the second house. Not a very big one compared to the others, but it does contain your checkpoint 1 on the ground floor. While climbing between building 2 and 3, you may have noticed some item at the upper right edge of your screen. That's a continue, but you won't be able to get it until you have the somersault power-up. Scour the rooftops of the third house to find another 1-up. From here, there are no more doors blocking the exit, so you could stick around and waste the remaining guards or just go straight to part 2 Keep going right until you run into a fountain in the background, then go all the way straight up. Slightly to the right in view is checkpoint 2 while jumping onto the roof just left of you will get you *mod* module 3. The rest of the house contains just more guards and checkpoint 3 just before the tall wall. Straightforward part. Enemies are initially unaware of your presence but will flash an exclamation point above their heads once they are. You can still stealth attack them for quick kills, but no alarms will be triggered if you are discovered. When you reach checkpoint 1 of this area, jump over the gap and Wall Cling upwards, (takes a little skill to pull off due to the uneven walls) to and to the left to get a 1-up. Go back down where you were and fall through the gap this time, stepping off right into the second opening (the first opening is too narrow to move through). Keep going all the way right until you reach a tall, empty dead end of a room. There's a raised block of ground off the conveyer that you can jump off of to wall cling onto the left wall. Traverse all the way up top, and the cling onto the small right hand side wall. From here keep holding right until you fall into view of your next power-up, the Slide power-up resting on a ledge. After you gain the slide ability, backtrack to the narrow opening and slide through to reach checkpoint 2. From here on, you don't won't need to kill anyone to proceed so go straight for the level exit. As you're climbing, look out for more conveyers as you jump across walls, as that's when 2 orb bots will swoop down to attack BOSS 3 Pyro This one seems tough, but it's manageable. Just 3 patterns to know To start, he'll shoot 3 towers of fire, which slowly makes its way across the room. Wall Cling to the pocket of space at the top of the screen to avoid the towers. When they pass, he'll shoot his fire ring at you. If you've already dropped down, jump over it, or let him aim it upwards and Then drop down to avoid it. He'll then walk to the other side of the room and this pattern will repeat until his life drops down to about 2/3. Next, he'll throw his fire ring at you. Followed by shooting small, slow moving firebirds at you. They constantly home in on your position, but they can usually be destroyed or will disappear after a short time. Finally, he'll walk across the room. This'll go on until his life is about 1/3. Finally he'll throw his fire ring at you, followed by creating a huge fire golem twice the height of Wolvie. When the fire golem closes in, it'll swing a massive uppercut. It seems the only way of dodging this is to climb up to the pocket of space and cling onto the side towards the center. He then walks across the room. To further note, you only take hits from the fire ring as it's launched as a projectile. So if Pyro's standing still or walking around with it on, you could actually walk right up to him and punch him. Also, if you're low on life take every moment to sheathe your claws and regenerate some life. Any moment when you can't safely attack him is good, like when he's walking, waiting for the firewalls or firebirds to inch towards you. 4 continues 3 one-up 1 power-up 1 module ---------- Act 4 Underground Base Underground Operation Just keep going right till you hit a locked door. Conveniently enough, the enemy guarding it is the one with the key. Go through and kill the shiva droid at the end to get your 1st CD. Backtrack slightly and head up the shaft, turning left. Only one way to go on this path, so head all the way down to the end to get your 2nd CD from the next shiva droid. Backtrack to where the fork in the road began and head right this time. Only one way to go again for this path as well for the moment. By the time you reach the end you'll battle shiva for the 3rd CD, checkpoint 1, and the somersault power-up. Well, now you can extend the height of your jumps, use it to go up the vertical passageway just before where the sliding area was. First lead left past some natural obstacles to get the 1-up in clear sight and the shiva droid for the 4th CD. Backtrack and head right to for another 1-up in a crate and the shiva and 5th CD. Getting all 5 CDs will then release the lock on the door. Next part is mostly linear. When you reach the top ignore the crate between the 2 saw blades. It's rigged with a orb bot inside. When going up a wide vertical section, smash the crate guarded by a gray/black ninja for a keycard, and the next crate u see in a corner after that for another 1-up. Time to evacuate, and you've got 4 minutes to do so. Unless an item is to be obtained, all passages that you see but aren't mentioned by me are dead ends, so no need to bother with them. Go right and drop down the first shaft, then head right. When the path splits between up and sliding right, go right to pick up Mystique's scent item. Like Sabretooth's scent from act 2, this isn't needed to complete the act, but can prove to be helpful, especially if it's your first time playing here. Backtrack, climb up, and slide through. You'll be at a 4-way intersection. All roads but up lead to dead ends so head up. If you want a continue, take the first left you see from the intersection. Lots of ninjas on this path, but with a little patience and timing, and can take out groups of them, literally, in one hit, as you'll have windows of opportunity to sneak up on groups of them facing/walking away from you and stealth 'em when the all stop on top one another. When that's done go all the up and right. You'll now be at the last leg of the evacuation, a LONG vertical shaft with 6 floors, like an elevator system of skyscrapers without the actual elevator. Since you come in from the top, that will be designated as 1st floor while the very bottom floor a ground level will be the 6th floor. The 2nd and 3rd floor contain *mod* module 4 and a 1-up respectively, while going all the way down the 4th floor passage will take you to the exit. FYI, I was able to race through this part within 40 seconds, while clearing out all enemies AND the level with 45 seconds left. BOSS 4 More Shiva droids + golden shiva Very similar to boss 2b, except the landscape is different. All the way to the left is a bottomless pit, and you got 2 levels of action with a 'stairway' to the right. They're about 4 shiva droids along with side helpings of blue mercenary thugs and orb bots. Keep slashing away and the golden shiva droid will come out and play. Can't seem to tell the difference between her and its silver brethren, except this one adds a sliding dash attack to her repertoire, so pretty much same tactics apply. Well after u kill the golden one, it doesn't die yet, but is cut down to size, crawling around on arms but still slashing and shooting fireballs. If you should run low on life, the rightmost side is a good place to regenerate, provided that they don't jump after you, which surprisingly, they usually don't. Another cheap, but useful trick is to enter berserker rage mode, climb onto the rightmost ground and continuously slash left. The rage gives you extended reach with your claws, permitting to safely hack away at any droids on the top from a distance. If you're in a bold and gambling mood, try tricking the golden shiva to dash attack into the pit :) 94 kills!! (not the max, but for my game) 1 continues 4 one-up 1 power-up 1 module ---------- Act 5 Xavier Institute The Rescue Act 5 Take your first left. Scroll up/downward before actually jumping in to off screen expose orb bots. Checkpoint 1 is already upon you. Jump down for a continue. Then climb back up and to the right. Be careful, as the enemies hit faster, and the energy shooting thugs can hit you even when you're ducking. Take the top route three times, the third one requiring a well- timed "double" jump over a long opening. Upon making it up the platform, perform another "double" jump across the left over the same long opening, but to the higher platform. If you make it again, you'll be rewarded with the Dive Attack power-up. Head towards the bottom right corner of the level into a door where a cut scene with Iceman ensues. Make your way left. When you see the child behind the wall to the left, work your way around to rescue the 1st child. Then move all the way left, all the way up, and all the way right to rescue the 2nd child. Backtrack to where you broke off initially and head the other way now. Go past the lockers, and branch off left to grab *mod* module 5. On your way back, ignore the 1st bottom path for now; it's sealed until all children are accounted for. The 2nd bottom path will get you your 3rd child and also a view of the 4th child. Again, go up and around to her, then go all the right for a 1-up. 5th and final child is right above the spot where you needed to slide through for child #4. Sealed door is now open, so exit out. BOSS 5 Omega Red (OR) Like Pyro, OR he has 3 different patterns: First, OR will shoot his coils or tentacles straight across the room, grapple the opposite wall, and pull himself over to the other side. Avoid both his tentacle and himself by wall clinging over. Next, he'll shoot a tentacle that comes out vertically out of the ground, but moves horizontally across the screen. Again, wall cling over this. Next pattern, he'll grappled across the room, followed by the ground tentacle, except it comes out of the ceiling. Duck or slide to dodge this. Final Pattern, yet again, he'll grapple himself across the room. This time however. He shoots 2 tentacles simultaneously. One in on the bottom and slightly in front, the other slightly behind and above. More difficult to dodge both of them, but still possible. So how do you hit him while not getting hit yourself? Take a couple of swipes between each full pattern. After each vertical tentacle that gets shot across room clears, he'll pause for a very brief time. You should be able to start squeezing in hits even before they clear. The key is to position yourself accordingly. For patterns 1 and 3 jump over the bottom tentacle and slide under the top (only applicable for pattern 3) as quickly as possible, and then dash over to OR, and cut loose. For pattern 2, as soon as OR moves to the other side of the room, get as close as possible and duck under the top tentacle and slash away. If you end up really far away, you can always slide in closer to get to him sooner. 1 continues 1 one-up 1 power-up 1 module ---------- Act 6 No Man's Island No Man's Island A rather uneventful trek to checkpoint 1. Right after checkpoint 1, you'll most likely trigger the alarms because of that one guard between the bridges who almost always turns his head just before you can stealth him. Alarms trigger probots that come out of foliage camouflaged doors in the air. Not the end of the world, but can be fatal. In this case, you got them coming from left and above, and for those of us who know played games like Castlevania and Ninja Gaiden know all too well that the energy balls that the probots shoot can knock Logan back... into the pit. Since it's highly unlikely you'll get knocked to the left, stay all the way on the left edge to protect yourself. Take the top route when you see it, bottom route has a guards constantly looking left into the exit where you would come out from the bottom route. Chasing Sabretooth again. Except this time, you'll need to rely on your power-up skills more heavily, and bonus items/"hotspots" are placed off route in attempt to lure you to your doom. Another thing different is that Sabretooth will stop and stop and pause every now and then at certain points. This is both nice and annoying as it gives you that necessary extra time needed to go off target and grab loot, but also makes things harder if he stops close to the edge of a ledge. There's a hard way to get through part and an easier way to get through this part. The former will allow you to snag a 1-up while the latter will just get you through. For the easier way: First wooden bridge you run into will be completely broken, so double jump over this as soon as ST clears it. Slightly past the silver box, he'll pause. Resist the urge to double jump past him, as he'll see you as soon as you cross over above his head, and you'll lose a life. When he resumes, double jump across the next 2 bridges as soon as clears them, but beware that ST will pause close to the ledge of the third wooden bridge, (classic tailgating, an excellent example being I-95 on a typical day :| ) In order to avoid jumping into him and being detected, either stop short as you land on the platform (hit detection is WAY off on this one, as the closest I've landed to ST without being detected was Wolverine's front foot was in front of ST's back foot, and crossed over at their knees!) or actually don't land on the platform, but wall cling to break your fall. When he starts off again, the 4th and final bridge is right in front of you. Like from what he did later on in act 2, he doesn't traverse the whole bridge, so run across the remaining front portion and make a long-ass leap to get to the other side. You won't be able to directly make it, so have your claws ready to wall cling back up, and once you touch foot on ground, then the chase ends successfully. For the hard way: Everything same as the easier way up to when right after you clear the first bridge. You'll find a point of interest right above the silver box. Sabretooth will pause at the platform where you need to jump left from to reach it. Hitting this switch causes "multiple doors open" to occur. Make sure you don't fall into the 2 new narrow gaps caused by hitting that switch (more so because it'll slow you down than poison you to death). Same thing again as the easier way again until right after you clear the 2nd bridge. At this point, instead of going right across the 3rd bridge, double jump and wall cling straight up (hitting the switch from before unsealed the door above you) and right to collect your 1-up in a crate. From here you have 2 options. You can either go down and finish up the chase by following the easier way procedures or use the moving lift in front of you. I'd recommend the bottom route, as you gotta wait for it to come to you, which makes it slower and unreliable. In this next part, no more annoying alarms. Just stealth people if you get the chance, otherwise, duke it out. You'll first meet large spider bots in this area. You'll find a ridiculously easy to get to, boxed up continue after fighting your first batch of enemies for this part, followed by an enclosed and locked room on ground level. Ignore the room for now and move on. More jumping, like encountered in the second half of danger room #1. Same deal here, don't hit the saw blades, because then you get knocked back without the ability to jump, somersault, wall cling, move, ......... in other words, save yourself from falling into the hole. Here's a tip: if you're having trouble landing square on top of the pillars, then aim to overshoot it and when you fall, quickly press back and jump to wall cling yourself back up. The final pillar you land on will be marked with a stationary gray lift right above your head (doesn't seem to do anything else). From here, taking the bottom route forward is easy, but getting to the top of the floating island will require the use of 4 power-ups in harmony. Dash jump full speed across. At the full height of the first jump press B again for the Somersault jump. Then at the height of the second jump, Dive Attack, to get the extra "oomph" you need to Wall Cling right above the guarding saw blade. If you don't make it at first, don't sweat it, the saw blade will knock you onto solid ground and you'll get the change to heal yourself and try again. Collect *mod* module 6 lying next to the fern and waste the shiva droid for the key card which will get you into the previously locked room. When you grab the Regeneration power-up, head right to the exit. BOSS 6 golden shiva droids (x5) Yet another arena like setting, fighting a horde of lesser enemies. The dive and slash technique seems to work well, so stick with that. Now that you have restoration, you can exploit it by luring the droids to one side, then quickly wall clinging over their fireballs and them. Dash to the other side, sheathe claws, and use it to cure boatloads of life on the spot. This "boss" would be harder than the previous arena boss, but using restoration really tips the scales in your favor. 1 continues 1 one-up 1 power-up 1 module ---------- Act 7 Inner Island Fortress Belly of the Beast As you climb up for the first time, take note of the security cam. To the right of that behind the wall is *mod* module 7. You can technically go straight for it by heading up if setting off the alarms doesn't bother you. Otherwise, return here when you've disabled the security switch later on. Your only other way is to take the winding passage to the left. When you drop down, there will be 2 security cams, one on top the other, they both block your path, so approach them from above and slash just as you land on them to take them out quietly. Right after this section, head down and right to reach the security switch. Now that all the security cams and eye lasers are deactivated, head back and grab the now unsecured *mod* module 7 if you haven't already. And move on up to checkpoint 1. just beyond checkpoint 1, you can go either way (right or down). Both will lead you to the same place. Bottom has more enemies while top has more security cams. The doorway you're looking for is at the end of a short hallway, somewhere where the top and bottom paths converge. This next part is linear, but all platform jumping. Remember, if you find yourself overshooting long jumps, then aim to undershoot and wall cling yourself back up. On the first set of moving lifts, sprint off the 3rd lift across to where the probots are. Better to have get hit on solid ground than the short lifts. You'll find a switch halfway across, what it does beats the hell out of me. When you reach the cavernous room on this part, wall cling up to find a continue. From here, you can dash and dive attack across to the opposite side of the chasm. Take the first path up you can. Sooner or later, the end of the line will yield checkpoint 2 and the Ceiling Cling ability. ;; Now that you can ceiling cling, go back and use it to continue right. As you're moving along, you'll see a narrow opening with ladders on the right side of it. Jump in for a 1-up and cling your way out. Nothing else from here on, so head all the way down the line to exit. BOSS 7 Sabretooth again I'm going to assume that most you played and still remember "The Legend of Zelda: A Link to the Past". Well, fighting Sabretooth twice is like fighting Agahnim (the wizard) twice. First time may have been something and the second time may initially look more difficult and impressive, but it turns out the second time's really just pathetically easier. This is mostly due to the fact that this time around, you have much more power-ups at your disposal. A small part of it is also the fact that he still does the same attacks. However you decide to finish him, you may want to rid the 2 wall- mounted spider bots first. They're quite a nuisance. 1 continues 1 one-up 1 power-up 1 module ---------- Act 8 Magneto's Lair Showdown You get 2 1/2 minutes to reach the top. If you ignore all the enemies, you should still be able to reach the top with 30 - 60 seconds to spare, so there's no need to blaze through at lightning speeds. Next part. When the road diverges, first go right to get a key card. Next divergence, go through the door on the right. Sooner or later,.. Checkpoint 1. After a long, winding path from that checkpoint, you'll have the option of going up or left. Go up and take the first right to get a 1-up and then head back all the way left. Since saw blades are placed on both sides, wall clinging is out of the question; climb up via the moving lifts (remember that you can ceiling cling to the lifts as well as wall cling to them). When you make your way to the end of all the lifts, jump right to receive the final power-up, Feral Rage power-up. Slide through and go right, but first, fall straight down to grab Jean's scent. Make your way top right. When you reach three narrow openings to be jumped across, fall down the third one for another 1-up. Continuing right and take the top path for a continue. If you want to stop the conveyers in the area, cling your way along the perimeter of where you got the continue and all the way to the left until you see the switch (it takes a while, hope you have more patience than I did) and then head back to tack the bottom path beneath where the continue was. Drop all the way down and left, hitting the switch to open the door along the way. When you get to checkpoint 2, move all the way to the right, leaning towards the top for *mod* module 8. Halfway across is the "series of chambers" in the center top part of the room. Here's what it looks like: ;; Since the "series of chambers" resembles a 2x4 grid, I'll use numbers and letters as follows to reference locations like Cartesian coordinates. Each number and letter represents an entrance, so this grid has a total of 12 entrances (4 top, 4 bottom, and 2 on each side). Still not clear? Just look at the actual grid. It'll make A LOT more sense when you run a circle around it you see it for yourselves. s1 1 2 3 4 a s3 s2 b s5 EXIT s4 After you grab module 8, return to the top of the grid, next to the switch (labeled 's1'). Hit that switch. That will open the door to get into a4 (from the top.). Inside you'll find 's2'. The 's2' switch opens the door to get into a1 (from the left). Inside you'll find the switch 's3' and an orb bot. That'll open the door to get into b4 (through a4, from the top). Inside is 's4'. That opens the door to get into b1 (from the bottom). Be careful when getting into b1, not only do you have to cling your way around a corner, but an orb bot will greet you on your climb up. Since the wall cling slash hits upwards, let the orb bot come just above your head and then slash. In b1, you'll find s5, which takes you to the EXIT. BOSS 8 Magneto Magnes, the big cheese himself. Unlike the other bosses, the environment, or level itself actually plays a big role in your battle. Here's what it looks like: Key: B-permanent silver box r-rotating silver box b-temporary silver box M-Magneto's position #-different origins where debris gets flung at you 2 3 r r M r r 1 4 B b b b b b B For all of his phases, he stays stationary. To give you an idea of scale, Wolverine can almost single jump from the 'r' box on the bottom to the bottom of the top 'r' box. The numbers indicating where the debris come from are actually beyond the screen, and they're no walls and ceilings in this semi- cavernous empty room with Magneto and boxes. He'll also create a magnetic blue field around himself, which hurts you if touched and makes him invincible, and fling it at intervals. You can anticipate his throwing of the blue field by watching his hands. He'll raise them just before he cuts loose. Anyways, for his first phase, he'll create his blue field. He'll then fling debris at you from the numbered positions one at a time (in that order). Similar to the debris flung at you by Magneto in the 1st X-Men for Genesis. The debris can't be destroyed, but can't penetrate the boxes. Simply jump over any that come your way. The idea is to end up on the top 'r' boxes by the time he's done flinging debris #4 at you. At this point, he'll then fling his blue field at you, this one which does go through boxes. Jump over the field and dive attack him. If you're quick enough, you can squeeze in another dive attack before the phase repeats again with him creating another field around him. If you have Feral Rage, and enjoy using berserker rage in every situation you can, this would be a good time. The extra power from it itself plus feral rage will allow you to wipe out almost all his life, if not all before he erects another blue field. As an added bonus, you won't have to jump at him, since the extra range is enough to reach him. When his life is about down to two thirds, his second phase begins. No more debris flinging. This time around he still creates and flings his blue fields, but he also causes the 4 'r' boxes to rotate clockwise. While his blue field takes off a moderate chunk of life, it's getting knocked into the abyss that'll be the biggest threat. At this point, berserker rage mode may be dangerous, as if you get knocked down to the lower boxes, you won't be able climb back up and counter attack since clinging is disabled. When you get a clear shot with his blue aura down, dive attack, and cling your way back up to the boxes if necessary. When his life is about down to one thirds, his final phase begins. He'll continue creating and flinging blue fields at you, but he'll also take out the 'b' boxes for good. Also, he'll throw a 'curve ball' here and there and switch the rotation movements of the boxes. The most dangerous change here is the center 'b' boxes being gone. If get knocked center, it's over. Also, whatever jump attacks you do (hopefully dive attack), you'll have to be certain that you can, if not land on one of the rotating boxes, at least cling to it to boost yourself back up. Using berserker rage here presents the same issues as from using it during Magneto's second phase. If you get hit, you'll need to wait for the rage to subside to cling back up onto the boxes. Oh, and when you do kill him, he doesn't die right away. It'll take him about 2 seconds fall over (still stationary) and the level to be officially over, so find solid ground until then. CONGRATIONS, NOW YOU'VE EARNED YOUR CRAPPY ENDING!!! :) :) :) 1 continues 3 one-up 1 power-up 1 module ====================================================== XI. Danger Room Walkthrough: ---------- Room #1 In the first half which is an arena, mercenary thugs will pour out of the 2 doors as well as the occasional floating orb bot. It's not overwhelming, but don't recklessly waste your life. Use your healing factor if you get low on life. The second consists of jumping over gaps. Gotta run to do that, and gotta clear it in a swoop, least the strategically placed saw blades knock you back into the chasm. Hovering probe bots will also do that by shooting electrical balls of energy. Either let them come to you under solid ground or jump in, swing with your claws, and move back to Wall Cling to keep from falling. ---------- Room #2 Very similar to the Act 1 "boss". Duck under gunshots, dodge grenades, and keep slicing away. You'll earn your continue in no time. ---------- Room #3 Ahh, old school Ninja Gaiden or Megaman X gaming (well, truly Mario Bros., but last I checked, Mario still can't hang onto walls). When you get to the moving platforms, use the wall cling technique to boost yourself onto it. Halfway through the level, you'll end up on a high platform close to the ceiling. You'll need to run and jump to barely cling onto the opposite wall of the next platform. All other places where you gotta make a 'leap of faith', try either pressing and holding down on the joypad when standing still or Wall clinging over the ledge first to peak below. (Although not required, this level is MUCH easier to complete with the somersault power-up) ---------- Room #4 This is a "sneak-around" level. 2 ways to play through it: be as careful and undetectable as possible or screw all the alarms and just blitz through. Both work well depending on your style. The former is nice is considering if alarms go off, fast moving orb bots get released from all directions, 3 at a time in certain places. If this does happen, the latter, running like hell also works since you can still barely outrun the orb bots. Good rush feeling. In the last leg, a security camera is strategically place such that you can't destroy or get by it without setting off the alarm, so make a dash for it. ---------- Room #5 This is similar to danger room #2, except there are 2 silver boxes diving the room into one third sections and the left and right hand sides of the rooms are on conveyer belts. You still fight various mercenary thugs and orb bots, but some ninjas and a pair of shiva droids are also thrown into the mix. The key is endurance, as none of the enemies are hard, but taking enough stray hits from them will add up and kill you. Berserker rage helps throughout this room. You can already slash enemies through the silver boxes, but berserker rage makes it all the easier. If you're still not comfortable using berserker rage, then why not give your new dive attack ability a shot? Keeps you mobile while dishing out good chunks of damage. If you must regenerate, then your best shot would actually be when fighting ONLY the shiva droids. They shoot fireballs, can take more damage, but dish out about the same damage at longer reach and they hit much more slowly than the new and improved thugs. You can easily dash and somersault around the room without getting hit. ---------- Room #6 Another arena level, this time, up against 7 shiva droids and 2 gold shivas. Lots of doors and a center hole for you to fall into. This one can get quite intense, as there's not much room on either side to begin with and even less when up to 3 shiva droids fill a side. The primary thing to look out for is not to end up in the hole. Do whatever you need to do to stay towards the sides as long as possible. This way getting hit and knocked back won't end it all. They come out in intervals, so when you clear a side, you'll need to clear the other to get the rest to come out. Use such opportunities to life up via restoration. ---------- Room #7 Makes use of all your traversing skills to make it through. Also a stealth level, but by now alarms are probably second nature to you. Nothing unique about this level. Security cams, stationary/patrolling guards, and hidden eye lasers. Another fun rush through level. --------- Room #8 Unlike the other danger rooms (especially the arena ones), the final danger room can be annoying in where many places present opportunities for Logan to get knocked down into the void. The first place is right at the beginning. Hang down and underneath the shiva droids swipes and fireballs and jump up to dive attack in between them, but don't actually climb up there. It's more difficult to dodge its attacks on that narrow block of land than it is wall clinging to the side. You'll next fight a shiva and a red spider bots, but have plenty of space to maneuver. After that, you'll run into 2 orb bots just before a long chasm, (let them come to you before jumping in. You'll then need to ceiling cling your way across that long chasm. Be ready to forward slash 2 more incoming orb bots up there. Next, you'll run into a probot. Luckily, the probot never flies up to your height and fire across. Instead, it hangs slightly below you and fires diagonally up, allowing you to move back to dodge it. In between its shots, quickly move in and downward slash (up + B) it. 2 more probots, but the vertical moving lifts now present will give you more mobility. After the lifts, continue ceiling clinging across until you reach the end. You'll know you're almost there when you see a shiva perched high on his block. Grab your continue, and now you're done. ====================================================== XII. Final Notes My thanks to: Nintendo - for all the neat stuff they made during my childhood and up to now Marvel - for creating the X-men Family and friends - no explanation needed here Readers - for supporting this FAQ Contributors - for their free FAQs that created the gamefaqs and online FAQs community that it is today. Copyright 2003 ackmondual All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.