|
X-Men Legends II: Rise of Apocalypse
Areas with an Xtraction point are marked with an (X). There is no compass in the game and the maps rotate with your camera, so directions are based on nearest landmark and are not always real clear. Be sure to use your map to keep your bearings.
=========================== C.01: Special Conversations =========================== Unlike XML1, XML2 has different conversation paths depending on whom is in your party and who is the current active (player-controlled) character. In some cases, having the right person on your team or as the active character results in a fully voice-acted conversation--almost a cutscene. The following are known conversation pairs:
C.01.a) Act 1 ------------- * Grizzly and Iceman: Full VO conversation, Iceman must be the active character when you encounter Grizzly
* Zealot and Magneto: Full VO conversation, Magneto must be the active character when you encounter Zealot
* Lady Deathstrike and Wolverine: Full VO conversation, Wolverine must be the active character when you encounter Deathstrike
* Lady Deathstrike and Brotherhood: Optional conversation allowing you to bribe Deathstrike to leave you alone, Brotherhood mutant must be the active character when you talk to Deathstrike
* Pyro and Sunfire: Full VO conversation, this takes place when you are about to enter the Genosha Council for the boss fight against Abyss, Sunfire must be a member of your team
* Mr. Sinister and Nightcrawler: Full VO conversation, Nightcrawler must be a member of your team but does not have to be the active character
=============== C.02: Prologue ===============
Objectives: * Escape
Items: * None
Recommended Team: * You get Magneto, Cyclops, Storm and Wolverine.
Tutorial stage. You get Magneto, Cyclops, Storm and Wolverine. Mystique and Sabretooth follow you for a little bit, but are soon removed from action. This stage is just meant to get you used to the controls--especially fighting.
If you are a veteran XML1 player, you should breeze through this area. But, veteran or novice alike should still take a look at the game hints scattered around. Stand on the yellow question mark and press Use.
The third main room you enter has a side area straight ahead of you, blocked by a force field. Use Magneto's Levitation power to throw the switch on the other side of the field. Just press Use Powers and Magneto should target the switch, then press Attack.
The first time you pick up a piece of equipment (such as a belt), the game will ask you if you would like to turn Auto-Equip on. For more info about Auto-Equip, see section B.02 Team Management Screens. It is recommended you turn Auto-Equip on.
The first time one of your characters levels up, you will be asked if you would like to turn on Auto-Trait or Auto-Skill or both. For more info, see section B.02. It is recommended you turn on both if you are a first-time player, and Auto-Trait is still recommended for experienced players.
In the fifth large room, if you continue straight ahead, you'll enter a corridor guarded by gun turrets. Retreat from the turrets and knock a hole in the wall to your left (as you return from the guns). This takes you to the mini-boss of this area and brings you around behind the guns, which you can destroy if you wish.
Head out to the X-Jet to begin Act 1.
============================= C.03: In the Blink of an Eye =============================
Objectives: * Talk to Sabretooth in the Sanctuary * Rescue Blink in the Dead Zone
Areas: * Sanctuary (X) * Dead Zone
Items: * Tech station (+2 Strike): first burned out airship
Recommended Team: * Iceman comes in handy putting out fires and building bridges, otherwise, this is a good time for experimentation
You open with an extended cutscene in Magneto's Genosha sanctuary, which is home base for Act 1. Spend a little time looking around; though, there's not much to see. You can go ahead and play the Act 1 trivia game for some extra XP. Then go talk to Sabretooth, who is standing near the exit.
(PC version anomaly: you can add Sabretooth to your team at the Xtraction point, then go talk to Sabretooth with Sabretooth. Weird.)
Victor introduces you to your first mission, to rescue Blink. He'll open the gate for you to continue to the Dead Zone. There are a lot of fires in this area, which can hurt if you get knocked into them during combat. Use Iceman to put them out as you go.
This first part of the Dead Zone is pretty small. There's one point where you can build a bridge (with Iceman, Jean or Magneto) for a shortcut. Keep an eye out for a burned-out ship. Inside is a +2 Strike tech station.
Once you reach Blink and talk to her, this mission ends. You can return to Sanctuary for the official mission briefing, or just use Blink's portal to jump to the next part of the Dead Zone.
**NOTE** Now that you have rescued Blink, you can open a Blink Portal back to home base at any time using the Blink Portal option from the game menu.
======================= C.04: Hacker's Delight =======================
Objectives: * Find a security code module in the Cerci Caverns * Find a security code module in the Barren Cliffs * Find a security code module in the Desolate Mesa * Locate and destroy the radar array in Desolate Mesa (optional)
Areas: * Dead Zone (X) * Cerci Caverns * Barren Cliffs (X) * Desolate Mesa
Items: * Homing beacon: just past entrance to Cerci Caverns * Danger Room Disc Setting 102 - Throwing: third large room in Cerci Caverns * Homing beacon: Cerci Caverns as you cross a bridge, to the side is a platform requiring flier or bridge builder to reach * Data disc: Barren Cliffs, under the brush in the side area right before you cross a bridge for your first meeting with Grizzly * Weapons cache: After meeting Grizzly, go left, build two bridges and pick up the cache * Tech station (+2 Focus): near radar array in Desolate Mesa * Bishop comic: next to aforementioned tech station * Sketch book (Dead Zone, Dead Zone Enemy, Magneto): next to aforementioned tech station
Recommended Team: * Iceman for putting out fires, building bridges and slowing down Grizzly * Tank (Juggernaut, Colossus, Sabretooth, Wolverine) for breaking down walls in the Caverns * Characters with good beam or radial attacks for hitting Power Combos on Grizzly
After her rescue, Blink opens a portal to the other section of the Dead Zone and you automatically jump through. There's an Xtraction point nearby for saving your game. It's a relatively short distance to the entrance to the Cerci Caverns. You'll be thrown into the Caverns automatically when you first approach the entrance, so run back out, go past the entrance and pick up your first homing beacon.
In the first large "room" of the Caverns, you'll find your first security code module, which looks like a computer and has a green arrow floating over it. It is also marked on your map with a large, red X. Use it to add the codes to your collection.
In the third room you enter in the Caverns, there's a Danger Room Disc (Throwing 102) in the middle of the room. Shortly thereafter, you'll cross a narrow bridge over a cavern. To your left will be a platform that requires a flier or bridge builder to reach. Cross to it to pick up another homing beacon.
You exit the Caverns into the Barren Cliffs. You quickly reach a bridge formed by a burned-out airship. As you get ready to cross, you meet Grizzly. Yay. After exchanging barbed witticisms, turn around the search the brush for a data disc. Collect 4 data discs and get a bonus to your health/energy pack carrying capacity. Yay!
Head over the bridge and go left. Build a bridge when you reach the chasm, then another to reach a weapon cache. Return from whence you came and go the other way to another Grizzly encounter. Make sure to pick up your second security module (marked with the red X on your map) as you go.
After Grizzly runs off, break the box with the red X floating over it to turn off the flame jets. Save your game at the Xtraction point and head after Grizzly to the Desolate Mesa. First up is the radar array that's been aiming attacks at you the whole time. Destroy it, then head down and to the left of the main path. You'll find a +2 Focus tech station, Bishop's comic and a sketch book unlocking the Dead Zone, Dead Zone Enemy and Magneto concept artwork.
Continue on the main path, it doesn't matter which way you go to get to your boss fight against Grizzly. Grizzly is all about melee attacks, so staying out of range and hitting him with Power Combos will work wonders. Afterward, pick up the last security module and head back to the Barren Cliffs.
=================== C.05: Infiltration ===================
Objectives * Defeat Zealot * Find the buried Genosha entrance in the Queen's Lair * Use security codes to enter Genosha * Defeat insect drones (12) in the Cerci Burrows (optional) * Destroy egg clusters (4) in the Larvae Chambers (optional) * Destroy the Cerci queens (3) in the Queen's Lair (optional)
Areas * Cerci Burrows * Larvae Chambers (X) * Queen's Lair (X)
Items: * Tech station (+2 Speed): Cerci Burrows, third room with drones * Sketch book (Insect Tunnels, Insect Tunnels Enemy, Nightcrawler): Cerci Burrows, when path forks, go right * Tech station (+10 Health): Larvae Chambers, in large room with a pit where you find second egg cluster * Wolverine comic: room with third egg cluster * Data disc: one of the queen's chambers, use a flier or bridge builder to get to central platform * Danger Room Disc Moves 103 - Triple Hit and Moves 104 - Throw: in the queen's chamber where you first meet Zealot
Recommended Team: * Magneto for full dialogue with Zealot * Tank for breaking through walls * Ranged fighters for dealing with Zealot * Flier or bridge-builder for getting a data disc
From the Barren Cliffs Xtraction point, Xtract back to the Sanctuary, talk to Angel and play your new mission briefing. You'll also find Beast is now in the Sanctuary and can buy and sell equipment and health and energy packs. There's also a Review Library computer; use it to look at unlocked comics, concept art, load screens and cinematics. Finally, there's now a Danger Room computer, so you can start playing those.
When you're ready, Xtract back to the Barren Cliffs and enter the newly opened Cerci Burrows. In the third major room, after killing the fifth and sixth drone, find the +2 Speed tech station.
In the next room, take the right-hand path first. It quickly dead-ends, but you can pick up a sketch book (Insect Tunnels, Insect Tunnels Enemy and Nightcrawler). Head back the other way. The next room contains the final two drones, the entrance to the Larvae Chambers and a homing beacon.
As you enter the Larvae Chambers, you get a new optional objective. There are lots of egg clusters around, but you only have to destroy the four marked for you. Destroy this first one, then follow the tunnel until you reach a large chasm.
Go left along the chasm to the second egg cluster, then continue around the chasm to find a +10 Health tech station. Keep going around the chasm and follow the marker to the third egg cluster. Wolverine's comic is in this same room.
Follow the tunnels to the final egg cluster. You'll pass an Xtraction point on the way; save your game here. In the final room is the entrance to the Queen's Lair, so down you go. Get ready for some more serious fighting as you face off against Zealot's minions in addition to the Cerci.
After your first encounter with Zealot's minions, the tunnel forks. Take the left path to the first queen's chamber and get a new objective. Kill the queen, then fly or build a bridge to the platform in the middle of the room. Pick up the data disc and go back the other way.
When you reach the end of the tunnel, keep going straight through the next room and follow the next tunnel around to the second queen's chamber, where you meet Zealot. He runs away (not very zealous, is he?); after the fight is over, punch your way through queen's eggs to get a Danger Room disc containing two courses: 103 and 104.
Follow your map to the final queen, where you run into Zealot again. (Note, for extra fun dialogue, have Magneto in your party and selected as the active character.) Zealot runs away (again), leaving you to kill the final queen. Bust your way through to the Xtraction point and save your game.
Your boss fight with Zealot is in the next room. Zealot's primary offense is also a defense. He surrounds himself with rock, becoming invulnerable to your attacks, then the rocks explode outward doing a bit of damage and-- more important--knocking you back and down. Take four ranged fighters and keep away from him and pepper him with beams, projectiles, etc.
When Zealot is down, head through the next door to the red X on your map and Use the computer to open the way into Genosha. A woman runs out and tells of some bombs planted on the seawall. Return to Sanctuary and watch your next mission briefing.
==================== C.06: Under Pressure ====================
Objectives: * Disable the dirigible moorings (8) in the Genosha Seawall * Defuse all bombs (2) on the Genosha Seawall by destroying the detonators * Help Blob repair the cracked Genosha Seawall before all of Genosha is flooded (optional)
Areas: * Genosha Seawall
Items: * Tech station (+10 Energy): central rooms between dirigible hangar and seawall
Recommended Team: * Someone with Might (i.e. Juggernaut, Wolverine, Colossus) to make helping Blob a little easier * A Brotherhood mutant to pick up a homing beacon
As you enter the Genosha Seawall, you find yourself in a dirigible hangar and there's a blimp waiting to take off. First, you have to destroy the moorings holding it in place. Then, you'll need to free some prisoners, but that comes a bit later.
Exit the hangar and hang a right. There's a security door down at the corner. Use a Brotherhood mutant to open it and collect your fourth homing beacon. Back in Sanctuary, a secret Blink Portal has opened. Don't go running back now, you're not quite high enough level to take on the enemies beyond the portal.
Search the central rooms here for a +10 Energy tech station, then head for the seawall room where you find Blob playing the Dutch Boy to Genosha's dike. There are two bombs that must be defused, and the detonators are up on platforms along the wall. Any character can power jump over to the detonators, or you can fly or teleport. Just make sure you send someone that can do some damage because you have to destroy the detonators.
Once they are both out, return to the water level. If you have a mutant with Might, push (Use) the beam into place. If not, find the computer console right next to the beam--there's a green arrow hovering over it. Try to activate it and it will fail. Now head up the stairs to your right and find the box marked with a red X on your map. Use it to find the spare parts for the console. Return to the console and you can now use it to move the beam into place.
The exit to the Southern Habitats is to your left, so go there next.
=============== C.07: Jailbreak ===============
Objectives: * Help mutant prisoners (11) escape in the Southern Habitats * Help mutant prisoners (6) escape in the Northern Plaza * Speak with Blink in the Sanctuary * Save Pyro from the torture device in the Grand Hall (optional)
Areas: * Southern Habitats (X) * Northern Plaza * Grand Hall (X)
Items: * Homing beacon: Southern Habitats, unmapped corridor behind hydroponics lab * Colossus comic: Southern Habitats, side room near some of the mutant prisoners * Data disc: Northern Plaza, underneath one of the first stairways * Homing beacon: Northern Plaza, Mr. Sinister's experiment room * Tech station (+2 Body): Grand Hall, near entrance, room to the right--destroy generator to bring down the force field * Sketch book (Genosha, Genosha Enemy, Iceman): Grand Hall, on one of the platforms, need a flier * Weapon Cache: Grand Hall, behind a broken pillar opposite the Xtraction Point * Data Disc: Grand Hall, on the floor
Recommended Team: * Wolverine for full dialogue with Yuriko * Nightcrawler to open force fields and talk to Mr. Sinister * Brotherhood mutant if you want to avoid fighting Lady Deathstrike
First up: Lady Deathstrike. She's fast. She's furious. And she's got adamantium claws like Wolverine. Bring Logan with you as the active character to get the full dialogue between them. (Evil mutant bonus: have a member of the Brotherhood as the active character when you meet Lady Deathstrike, and you can bribe her--cost 2,000 tech bits--to go away and leave you alone.)
Open up a can of Feral Slash on her steely behind. Don't worry about the regeneration chambers she uses around the room. She doesn't heal much, and by the time you get up there to attack her, she's back down on the lower level. Have some ranged X-Men with you to combo up with Wolverine's Slash and just lay into Ms. Oyama.
Once she's down, save your game at the nearby Xtraction point. Time to rescue some prisoners. From the Southern Habitats Xtraction point, go back into the Lady Deathstrike arena and head right through the double doors on the upper level. Go straight through another set of double doors into a hydroponics lab and head around the walkway into the back room.
Talk to Caleb-Bann to open a door into an unmapped area just behind you. Follow this hall to pick up a homing beacon if you don't have four yet, or a 5,000 XP bonus if you do. Enter a room with three cells. Destroy the console in the center of the room to open the cells, then talk to each prisoner to officially "free" them.
Now, here's the cheesy method of freeing the remaining prisoners using Nightcrawler. Leave the room going back toward the hydroponics lab, continue straight ahead, through another hall and then take the outside corridors around the large room. Teleport through the force fields and turn them off with the control panels. This also opens the prisons in the center area of this room. Go talk to those prisoners.
Head back through the arena to the set of rooms on the opposite side. Go straight back until you see a room with two control panels in it, that appear to be inaccessible. Teleport through the wall and activate the consoles to turn off force fields to the right and left. Go free the prisoners in the side areas. Be sure to thoroughly search side rooms, one has Colossus' comic.
Go save your game. You're probably strong enough, by this time, to give the secret portal a try. Xtract to Sanctuary and enter the secret portal near Beast. You'll be in one leg of an X-shaped room. Go to the other three legs, defeating the enemies, and activate the consoles.
The toughest enemies will be a pair of mutants with some serious knockback attacks. Bringing along a good tank with anti-knockback shielding would be a good idea. After the third console is activated, a titan appears in the center of the room, but he's a pushover. Collect Iron Man's gauntlets and leave.
Xtract back to Southern Habitats and enter Northern Plaza.
If you call the door where you come in "south", then there are two prisoners down a hall to the west and two down a hall to the east. Go down the stairs into the main room, then look under the stairways for a data disc. Go free the prisoners down the east and west halls.
To the north are three hallways and a side room to the northeast. Go into the side room for a talk with Mr. Sinister. (Bring Nightcrawler along for full dialogue.) When he escapes, quickly kill his minions, then destroy the holding tanks with the Genoshans. If you still haven't collected four homing beacons, there's one in this room. If you have four homing beacons, you can get a 5,000 XP bonus instead.
Now go free the prisoners in the left-hand and right-hand northern hallways. The prison down the left-hand north hall has the Qualifying Exam 100 Danger Room disc. The center hallway takes you to the Grand Hall.
Enter the Grand Hall and go to your right. Take out the generator to open the force field and go through for a +2 Body tech station. Go to the other side of the entrance room and enter the doors to find Pyro held prisoner. Free him by knocking out the two generators.
(PC anomaly: you can have Pyro help free himself. Weird.)
After Pyro is free, advance into the Grand Hall proper. After defeating the enemies, search the ground level for a data disc and a weapon cache. Have a flier search the upper platforms for a sketch book (Genosha, Genosha Enemy and Iceman).
When you approach the door to the Genosha Council, Pyro will warn you against fighting Abyss. (Bonus dialogue with Sunfire.) He'll then run away and you can get on with it.
=================== C.08: Into the Void ===================
Objectives: * Defeat Abyss * Speak with Professor X in the Sanctuary
Areas: * Genosha Council (X)
Items: * None
Recommended Team: * Someone with Might to throw bombs at Abyss * Someone to stun or slow Abyss (such as Iceman or Wolverine) * Your favorite Power Combo pair
The boss fight against Abyss is exciting, but not hard. The first stage involves straight up fisticuffs (X-Men style). Every once in a while Abyss will suck everyone in and throw them back out. This doesn't damage you, just delays the inevitable. Keep at him until he hits 50% health and he runs away.
Follow him (you can save your game first, if you like) and jump on the dirigible he's riding. You then find yourself fighting Abyss on a flying airship. It's pretty cool, but, again, not that hard.
When Abyss gets to 25% health, he jumps to another dirigible. You can't follow him, and you've got minions to deal with now. On top of that, Abyss is throwing bombs at your airship. Pick them up and throw them back. Hit Abyss' dirigible with about six or seven bombs and it blows up and Abyss jumps back to your airship.
Lay into him again. When he hits 0 health, he sucks your whole team into an inter-dimensional abyss. There are four bombs surrounded by shields and they are on two levels. Walk over the wormhole in the center to switch levels, take out the demons keeping the shields up, then activate the bombs. Abyss and the airship blow up and you "land".
Use the Blink Portal to return to Sanctuary. Wrap up everything you've left hanging (if you want to, you can come back later), then speak to Professor X. Time to go back to the X-Mansion.
===================== C.09: Certain Destiny =====================
Objectives: * Talk to Pyro * Find Mystique in the Jungle Canal * Rescue Destiny in the Jungle Canal * Defeat Garokk * Talk to Mystique in Avalon
Areas: * Avalon (X) * Jungle Canal
Items: * Danger Room Disc Challenge - Cyclops: Jungle Canal, right fork in the path soon after entering area * Data disc: Jungle Canal, first cave you travel through * Homing beacon: Jungle Canal, second cave you travel through
Recommended Team: * Mostly ranged fighters for dealing with Garrok
Or not. Well, there'll be no wandering the halls of the Xavier School for the Gifted in this game. You're in a new base of operations in the Savage Land, which is a tropical jungle in the middle of Antarctica. Yeah, it's the X-Men, what do you expect? OK, you've got a new base, Avalon, to explore. Play the trivia game. Talk to people. You'll find Pyro out on the docks; after talking to him, you can view your next mission briefing.
Head out to the Jungle Canal--the entrance is right next to Pyro. When the path forks, go right to pick up a Danger Room Disc, Challenge - Cyclops. Past that point, you'll see a marked exit. When you approach, you fall into a cave. Proceed through the cave, picking up a data disc on the way. At the other end, break through the rocks to exit the cave. Head straight across the exterior path and into another cave entrance.
You'll find a homing beacon in this cave. When you exit, you'll be trapped by Garrok. After a short cutscene, you are freed and have to take him on with the help of Mystique. Garrok can't dish out a lot of damage, but he does have a knockback attack and a teleportation-like ability. Melee characters will be chasing him all over the place. Take some ranged characters and just sit back and blast him.
After, return to Avalon and talk to Mystique, Garrok, Destiny and Angel. You can then view your next mission briefing.
===================== C.10: The New Ice Age =====================
Objectives: * Protect the atmospheric generators in the Jungle Ruins
Areas: * Jungle Ruins (X)
Items: * Weapon cache: Jungle Ruins, just past the Xtraction point * Homing beacon: Jungle Ruins, next to weapon cache * Toad comic: Jungle Ruins, behind one of the atmospheric generators * Tech station (+20 Health): Jungle Ruins, next to one of the atmospheric generators
Recommended Team: * Fast-moving characters to quickly run between the generators * Characters with knockback attacks or stunning attacks to keep enemies away from the generators
Go to the Jungle Ruins--the entrance is past Ka-Zar. You'll see a short cutscene of enemies destroying a generator. Your mission is to protect the other two; however, there's no hurry...yet. Advance down the path, activating an Xtraction point. Just a bit further on you'll see a weapon cache lying out in plain sight. Next to it, somewhat camouflaged by the environment, is a homing beacon.
Continue down the path until you come to the first generator under attack. Rush in to defend it. When Angel signals the other generator is under attack, rush over to it (you'll see the red X's on your map) and defend it for a while. Then you'll have to run back to the other generator. Continue until you get the cutscene with the last enemy.
Once that conversation is finished, you can explore around the generators, where you'll find Toad's comic and a +20 Health tech station.
=========================== C.11: No Way In, No Way Out ===========================
Objectives: * Locate the hidden entrance to the ancient monument in the jungle * Defeat Sauron to gain entrance into the monument
Areas: * Jungle Pass (X)
Items: * Cyclops' comic: Jungle Pass, in the ruined temple * Homing beacon: Jungle Pass, take the right fork from the beginning path and then enter the left-hand cave to get the beacon * Weapon cache: Jungle Pass, in laser-bomb guarded cave just before Xtraction point * Tech station (+4 Speed): Jungle Pass, in a ruined temple beyond the laser-bomb guarded cave with the weapon cache * Sketch book (Jungle, Jungle Enemy, Jean Grey): Jungle Pass, cave just past the Xtraction point
Recommended Team: * Tanks to deal with Sauron * Ranged characters to take out laser-tripped bombs
From the Jungle Ruins, enter the Jungle Pass. When the path forks, take the left path to a ruined temple. Pick up Cyclops' comic. Continue following the path. When you reach a downed tree, instead of jumping over it, head to the right and follow the path to a cave entrance. Go through the cave, picking up a homing beacon on the way.
When you leave the cave, there's another cave entrance to your left. (If you look at your map, you'll see you've made a circle and are now at the end of the right fork of the beginning path.) Go through the other cave. When you exit, you'll be trapped. Destroy the energy saps and then the laser fence posts and continue up the path. You'll now be on the main path, past the fallen tree you stopped at earlier.
Continue on to an Xtraction point. Backtrack from the Xtraction point and search to the left for a cave entrance. The cave has laser bombs, so you'll need a ranged attacker to take them out. Pass through the cave, picking up a weapon cache. Beyond is a small area with a ruined temple containing a +4 Speed tech station. Go back to the main path and head for the cave entrance past the Xtraction point.
As you pass through this cave, keep an eye out to your left for a sketch book (Jungle, Jungle Enemy, Jean Grey). When you exit the cave, you'll be at the entrance to the Nuwali Temple, but a talking pterodactyl named Sauron doesn't want you to go any further.
Sauron flies around a bit, dropping energy bombs on your head. You can try to hit him with ranged attacks while he's flying, but it's more effective to wait until he lands and then lay into him with melee powers and attacks. He's quite vulnerable to those. He'll stun you, briefly, when he takes off again, but just wait him out, keep moving around while he's flying and let him have it when he lands.
Once Sauron is defeated, you can enter the Nuwali Shrine.
========================== C.12: Beyond the Threshold ==========================
Objectives: * Locate a mystic stone in the Nuwali Shrine * Locate a mystic stone in the Nuwali Corridors
Areas: * Nuwali Shrine * Nuwali Corridors
Items: * Tech station (+4 Body): "East" path from Nuwali Shrine entrance, have to push columns out of the way * Danger Room Disc Assault 203: Nuwali Shrine, in a room "southwest" of the water-filled altar room
Recommended Team: * Character with Might or Magneto or Jean to push things around * Iceman or Storm to put out fires
As you enter the Shrine, you'll get a communique from Shanna. You've got to find some keys hidden in the Shrine. Oh joy. To make directions in this place easier, call the main entrance the south side of the Shrine.
From the first main room, take the east hall and follow it around. You'll soon come to some columns that need to be pushed out of the way. Any character with Might, or Magneto or Jean can do so. Continue on to find a +4 Body tech station.
Beyond the tech station, the path will fork. Take the south door and search the next room carefully for a homing beacon. That should be the four you need this Act. Continue this direction until you reach a marked objective (red X on your map), which turns out to be a Zelda-inspired push-button on the floor.
Yay.
Step on it, then go jump down into the water-filled room. Head south and up the stairs, then through the west door. In this next room search for the Danger Room Disc, Assault 203.
[to be continued...]
/ \ /--MEN LEGENDS II----------------------------------------------------- \/ /\---Section D. ALLIES--------------------------------------------------- / \ /
HOW TO READ THE SKILL LISTINGS There will be a header number (such as C.01.a.vi) followed by the skill name followed in parentheses by the skill type. There will then be a colon, followed by any skill pre-requisites (i.e. other skills that you must acquire first before unlocking this skill) and then the skill description. At the end of the description will be the combo name, which is the adjective/noun pair used when making combos with the skill (offensive skills only)*. So, the skill header will look like this:
header number - skill name (skill type): pre-requisites. description. combo name.
Underneath the skill header will be the list of ranks, their level requirements, effects and energy point (EP) cost:
Rank (level requirement): effects, cost EP
If the level requirement for a skill rank is 1, then that skill is available from the beginning of the game.
* HOW COMBO NAMES WORK Power combos have a name composed of an adjective and a noun. Each offensive power has an adjective and a noun associated with it. When a combo occurs, the first power that hits contributes the adjective and the second power that hits contributes the noun. Thus:
Storm's Blizzard + Magneto's Magnetic Shell = Snowy Prison Magneto's Magnetic Shell + Storm's Blizzard = Immobilizing Blizzard
or
Iron Man's Disruptor Shock + Deadpool's Butterfly Kick = Stunning Kick Deadpool's Butterfly Kick + Iron Man's Disruptor Shock = Wicked Disruption
============= D.01: Bishop =============
D.01.a) Skills -------------- D.01.a.i - Bio Beam (Beam): Combo name - Energy Beam
D.01.a.ii - Plasma Blaster (Projectile): Combo name - Pulsating Pulse
D.01.a.iii - Sapping Strike (Melee): Combo name - Draining Sap
D.01.a.iv - Full Auto (Projectile): Requires Plasma Blaster. Combo name - Blasting Shots
D.01.a.v - Rapid Fire (Projectile): Requires Full Auto. Combo name - Shooting Barrage
D.01.a.vi - Bombardment (Radial)
D.01.a.vii - Bio Blast (Radial): Requires Sapping Strike. Combo name - Stunning Blast
D.01.a.viii - Big Bang (Radial, Xtreme): Combo name - Blackout
D.01.a.ix - Superconductor (Boost, Xtreme)
D.01.a.x - Absorption (Boost)
D.01.a.xi - Energy Fury (Boost): Requires Absorption
D.01.a.xii - Energy Combat (Passive)
D.01.a.xiii - Gun Mastery (Passive): Requires Mutant Master
D.01.a.xiv - Power Trip (Passive): Requires Sapping Strike
D.01.a.xv - Mutant Master (Passive): Increases EP regeneration rate. Rank 1 (Level 7): +30% EP regeneration Rank 2 (Level 8): +42% EP regeneration Rank 3 (Level 9): +54% EP regeneration Rank 4 (Level 10): +66% EP regeneration Rank 5 (Level 11): +78% EP regeneration Rank 6 (Level 12): +90% EP regeneration Rank 7 (Level 13): +102% EP regeneration Rank 8 (Level 14): +114% EP regeneration Rank 9 (Level 15): +126% EP regeneration Rank 10 (Level 16): +139% EP regeneration Rank 11 (Level 17): +150% EP regeneration Rank 12 (Level 18): +162% EP regeneration Rank 13 (Level 19): +175% EP regeneration Rank 14 (Level 20): +187% EP regeneration Rank 15 (Level 21): +199% EP regeneration
=============== D.02: Colossus ===============
D.02.a) Skills ------------- D.02.a.i - Iron Fist (Melee)
D.02.a.ii - Uppercut (Melee): Requires Iron Fist
D.02.a.iii - Thunder Clap (Radial)
D.02.a.iv - Massive Strike (Melee): Requires Uppercut
D.02.a.v - Bounding Smash (Radial): Requires Thunder Clap
D.02.a.vi - Siberian Express (Charge): Requires Massive Strike
D.02.a.vii - Demolition (Radial, Xtreme)
D.02.a.viii - Unbreakable (Boost, Xtreme)
D.02.a.ix - Steel Skin (Boost)
D.02.a.x - Roar (Boost): Requires Steel Skin
D.02.a.xi - Block (Ability)
D.02.a.xii - Brawler (Passive)
D.02.a.xiii - Galvanize (Passive): Requires Brawler
D.02.a.xiv - Metallurgy (Passive): Requires Galvanize
D.02.a.xv - Might (Ability)
D.02.a.xvi - Mutant Master (Passive): Increases EP regeneration rate. Rank 1 (Level 7): +30% EP regeneration Rank 2 (Level 8): +42% EP regeneration Rank 3 (Level 9): +54% EP regeneration Rank 4 (Level 10): +66% EP regeneration Rank 5 (Level 11): +78% EP regeneration Rank 6 (Level 12): +90% EP regeneration Rank 7 (Level 13): +102% EP regeneration Rank 8 (Level 14): +114% EP regeneration Rank 9 (Level 15): +126% EP regeneration Rank 10 (Level 16): +139% EP regeneration Rank 11 (Level 17): +150% EP regeneration Rank 12 (Level 18): +162% EP regeneration Rank 13 (Level 19): +175% EP regeneration Rank 14 (Level 20): +187% EP regeneration Rank 15 (Level 21): +199% EP regeneration
============== D.03: Cyclops ==============
D.03.a) Skills -------------- D.03.a.i - Optic Beam (Beam)
D.03.a.ii - Optic Slam (Beam)
D.03.a.iii - Optic Flash (Debuff): Requires Optic Slam
D.03.a.iv - Auto Artillery (Trap): Requires Optic Flash
D.03.a.v - Fusion Beam (Beam): Requires Optic Beam
D.03.a.vi - Focuses Beam (Beam): Requires Fusion Beam
D.03.a.vii - Polarized Beam (Beam): Requires Auto Artillery
D.03.a.viii - Optic Rage (Beam, Xtreme)
D.03.a.ix - Flawless Tactics (Boost, Xtreme)
D.03.a.x - Tactics (Boost)
D.03.a.xi - Command (Boost): Requires Tactics
D.03.a.xii - Defense Grid (Passive): Requires Leadership
D.03.a.xiii - Visor Upgrade (Passive): Requires Mutant Master
D.03.a.xiv - Leadership (Passive)
D.03.a.xv - Mutant Master (Passive): Increases EP regeneration rate. Rank 1 (Level 7): +30% EP regeneration Rank 2 (Level 8): +42% EP regeneration Rank 3 (Level 9): +54% EP regeneration Rank 4 (Level 10): +66% EP regeneration Rank 5 (Level 11): +78% EP regeneration Rank 6 (Level 12): +90% EP regeneration Rank 7 (Level 13): +102% EP regeneration Rank 8 (Level 14): +114% EP regeneration Rank 9 (Level 15): +126% EP regeneration Rank 10 (Level 16): +139% EP regeneration Rank 11 (Level 17): +150% EP regeneration Rank 12 (Level 18): +162% EP regeneration Rank 13 (Level 19): +175% EP regeneration Rank 14 (Level 20): +187% EP regeneration Rank 15 (Level 21): +199% EP regeneration
=============== D.04: Deadpool ===============
You unlock Deadpool when you beat the game's main story the first time.
D.04.a) Skills -------------- D.04.a.i - Rupturing Jab (Melee)
D.04.a.ii - Teleport (Special)
D.04.a.iii - Dual Shot (Projectile)
D.04.a.iv - Butterfly Kick (Melee)
D.04.a.v - Blade Cyclone (Charge)
D.04.a.vi - Nitrogen Blast (Blast, Xtreme)
D.04.a.vii - Wisecrack (Boost)
D.04.a.viii - Block (Ability)
D.04.a.ix - Regeneration (Passive)
D.04.a.x - Stealth (Passive)
D.04.a.xi - Weapons Mastery (Passive)
D.04.a.xii - Mutant Master (Passive): Increases EP regeneration rate. Rank 1 (Level 7): +30% EP regeneration Rank 2 (Level 8): +42% EP regeneration Rank 3 (Level 9): +54% EP regeneration Rank 4 (Level 10): +66% EP regeneration Rank 5 (Level 11): +78% EP regeneration Rank 6 (Level 12): +90% EP regeneration Rank 7 (Level 13): +102% EP regeneration Rank 8 (Level 14): +114% EP regeneration Rank 9 (Level 15): +126% EP regeneration Rank 10 (Level 16): +139% EP regeneration Rank 11 (Level 17): +150% EP regeneration Rank 12 (Level 18): +162% EP regeneration Rank 13 (Level 19): +175% EP regeneration Rank 14 (Level 20): +187% EP regeneration Rank 15 (Level 21): +199% EP regeneration
============= D.05: Gambit =============
D.05.a) Skills -------------- D.05.a.i - Card Shuffle (Projectile)
D.05.a.ii - Staff Assault (Melee)
D.05.a.iii - Ace of Spades (Trap): Requires Card Shuffle
D.05.a.iv - Staff Slam (Radial): Requires Staff Assault
D.05.a.v - Full House (Trap): Requires Ace of Spades
D.05.a.vi - Detonation (Special): Requires Staff Slam
D.05.a.vii - 52 Pickup (Radial, Xtreme)
D.05.a.viii - Prince of Thieves (Boost, Xtreme)
D.05.a.ix - Energy Form (Boost)
D.05.a.x - Energy Fury (Boost): Requires Energy Form
D.05.a.xi - Block (Ability)
D.05.a.xii - Energy Combat (Passive)
D.05.a.xiii - Evade (Passive): Requires Energy Combat
D.05.a.xiv - Card Mastery (Passive): Requires Mutant Master
D.05.a.xv - Mutant Master (Passive): Increases EP regeneration rate. Rank 1 (Level 7): +30% EP regeneration Rank 2 (Level 8): +42% EP regeneration Rank 3 (Level 9): +54% EP regeneration Rank 4 (Level 10): +66% EP regeneration Rank 5 (Level 11): +78% EP regeneration Rank 6 (Level 12): +90% EP regeneration Rank 7 (Level 13): +102% EP regeneration Rank 8 (Level 14): +114% EP regeneration Rank 9 (Level 15): +126% EP regeneration Rank 10 (Level 16): +139% EP regeneration Rank 11 (Level 17): +150% EP regeneration Rank 12 (Level 18): +162% EP regeneration Rank 13 (Level 19): +175% EP regeneration Rank 14 (Level 20): +187% EP regeneration Rank 15 (Level 21): +199% EP regeneration
============= D.06: Iceman =============
D.06.a) Skills -------------- D.06.a.i - Slow Beam (Beam)
D.06.a.ii - Ice Shards (Projectile)
D.06.a.iii - Freeze Beam (Beam): Requires Slow Beam
D.06.a.iv - Ice Slide (Charge)
D.06.a.v - Arctic Burst (Radial): Requires Freeze Beam
D.06.a.vi - Cold Crush (Projectile): Requires Ice Slide
D.06.a.vii - Ice Pillar (Blast): Requires Arctic Burst
D.06.a.viii - Cold Snap (Radial, Xtreme)
D.06.a.ix - Ice Sidekick (Special, Xtreme)
D.06.a.x - Ice Armor (Boost)
D.06.a.xi - Ice Gloves (Boost): Requires Ice Armor
D.06.a.xii - Ice Combat (Passive)
D.06.a.xiii - Cold Mastery (Passive): Requires Mutant Master
D.06.a.xiv - Piercing Cold (Passive): Requires Ice Combat
D.06.a.xv - Mutant Master (Passive): Increases EP regeneration rate. Rank 1 (Level 7): +30% EP regeneration Rank 2 (Level 8): +42% EP regeneration Rank 3 (Level 9): +54% EP regeneration Rank 4 (Level 10): +66% EP regeneration Rank 5 (Level 11): +78% EP regeneration Rank 6 (Level 12): +90% EP regeneration Rank 7 (Level 13): +102% EP regeneration Rank 8 (Level 14): +114% EP regeneration Rank 9 (Level 15): +126% EP regeneration Rank 10 (Level 16): +139% EP regeneration Rank 11 (Level 17): +150% EP regeneration Rank 12 (Level 18): +162% EP regeneration Rank 13 (Level 19): +175% EP regeneration Rank 14 (Level 20): +187% EP regeneration Rank 15 (Level 21): +199% EP regeneration
============== D.07: Iron Man ==============
To unlock Iron Man, you have to find four homing beacons in each Act. After finding four homing beacons (there are six total in each Act, so you don't need to find every one available), a Secret Blink Portal will open at your home base. In Acts 1 through 4, entering the Portal takes you to a piece of Iron Man's armor. In Act 5, the portal takes you to Iron Man himself.
D.07.a) Skills -------------- D.07.a.i - Unibeam (Beam): Basic beam attack, causes energy damage. Rank 1 (Level 1): 11-15 energy damage, 12EP Rank 2 (Level 4): 20-25 energy damage, 18EP Rank 3 (Level 7): 30-36 energy damage, 24EP Rank 4 (Level 10): 40-46 energy damage, 30EP Rank 5 (Level 13): 49-57 energy damage, 36EP Rank 6 (Level 16): 59-68 energy damage, 42EP Rank 7 (Level 19): 69-78 energy damage, 48EP Rank 8 (Level 22): 78-89 energy damage, 54EP Rank 9 (Level 25): 88-100 energy damage, 60EP Rank 10 (Level 28): 98-110 energy damage, 66EP Rank 11 (Level 31): 107-121 energy damage, 72EP Rank 12 (Level 34): 117-131 energy damage, 78EP Rank 13 (Level 37): 127-142 energy damage, 84EP Rank 14 (Level 40): 136-153 energy damage, 90EP Rank 15 (Level 43): 146-163 energy damage, 96EP Rank 16 (Level 46): 156-174 energy damage, 102EP Rank 17 (Level 49): 165-185 energy damage, 108EP Rank 18 (Level 52): 175-195 energy damage, 114EP Rank 19 (Level 55): 185-206 energy damage, 120EP Rank 20 (Level 58): 195-217 energy damage, 126EP
D.07.a.ii - Plasma Charges (Projectile): Shoot multiple charges of energy from hands. Damage shown is per charge. Rank 1 (Level 1): 1 charge, Rank 2 (Level 4): 1 charge, 11-15 energy damage, 20EP Rank 3 (Level 7): 1 charge, 17-21 energy damage, 27EP Rank 4 (Level 10): 1 charge, 23-28 energy damage, 33EP Rank 5 (Level 13): 2 charges, 29-34 energy damage, 40EP Rank 6 (Level 16): 2 charges, 35-41 energy damage, 47EP Rank 7 (Level 19): 2 charges, 41-47 energy damage, 53EP Rank 8 (Level 22): 3 charges, 46-54 energy damage, 60EP Rank 9 (Level 25): 3 charges, 52-60 energy damage, 67EP Rank 10 (Level 28): 3 charges, 58-67 energy damage, 73EP Rank 11 (Level 31): 4 charges, 64-73 energy damage, 80EP Rank 12 (Level 34): 4 charges, 70-80 energy damage, 86EP Rank 13 (Level 37): 4 charges, 76-86 energy damage, 93EP Rank 14 (Level 40): 5 charges, 81-93 energy damage, 100EP Rank 15 (Level 43): 5 charges, 87-99 energy damage, 106EP Rank 16 (Level 46): 5 charges, 93-106 energy damage, 113EP Rank 17 (Level 49): 6 charges, 99-112 energy damage, 120EP Rank 18 (Level 52): 6 charges, 105-119 energy damage, 126EP Rank 19 (Level 55): 6 charges, 111-125 energy damage, 133EP Rank 20 (Level 58): 7 charges, 117-132 energy damage, 140EP
D.07.a.iii - Disruptor Shock (Blast): Burst of radiation that damages and stuns enemies Rank 1 (Level 7): 17-22 radiation damage, 1.0 second stun, 28EP Rank 2 (Level 10): 22-27 radiation damage, 1.2 second stun, 36EP Rank 3 (Level 13): 27-33 radiation damage, 1.4 second stun, 44EP Rank 4 (Level 16): 32-38 radiation damage, 1.6 second stun, 52EP Rank 5 (Level 19): 37-44 radiation damage, 1.8 second stun, 60EP Rank 6 (Level 22): 42-50 radiation damage, 1.9 second stun, 68EP Rank 7 (Level 25): 48-55 radiation damage, 2.1 second stun, 76EP Rank 8 (Level 28): 43-61 radiation damage, 2.3 second stun, 84EP Rank 9 (Level 31): 58-67 radiation damage, 2.5 second stun, 92EP Rank 10 (Level 34): 63-72 radiation damage, 2.7 second stun, 100EP Rank 11 (Level 37): 68-78 radiation damage, 2.9 second stun, 108EP Rank 12 (Level 40): 73-84 radiation damage, 3.1 second stun, 116EP Rank 13 (Level 43): 79-89 radiation damage, 3.3 second stun, 124EP Rank 14 (Level 46): 84-95 radiation damage, 3.4 second stun, 132EP Rank 15 (Level 49): 89-101 radiation damage, 3.6 second stun, 140EP Rank 16 (Level 52): 94-106 radiation damage, 3.8 second stun, 148EP Rank 17 (Level 55): 99-112 radiation damage, 4.0 second stun, 156EP Rank 18 (Level 58): 105-118 radiation damage, 4.2 second stun, 164EP
D.07.a.iv - Auto Turret (Trap): Requires Plasma Charges. Places an Auto Turret that fires on nearby enemies Rank 1 (Level 14): 53-61 elemental dmg, 40 turret HP, 12s, 34EP Rank 2 (Level 17): 62-71 elemental dmg, 42 turret HP, 12s, 40EP Rank 3 (Level 20): 72-82 elemental dmg, 45 turret HP, 13s, 46EP Rank 4 (Level 23): 82-92 elemental dmg, 48 turret HP, 14s, 53EP Rank 5 (Level 26): 91-103 elemental dmg, 51 turret HP, 15s, 59EP Rank 6 (Level 29): 101-114 elemental dmg, 54 turret HP, 16s, 66EP Rank 7 (Level 32): 111-124 elemental dmg, 56 turret HP, 17s, 72EP Rank 8 (Level 35): 120-135 elemental dmg, 59 turret HP, 18s, 78EP Rank 9 (Level 38): 130-145 elemental dmg, 62 turret HP, 19s, 85EP Rank 10 (Level 41): 140-156 elemental dmg, 65 turret HP, 20s, 91EP Rank 11 (Level 44): 149-167 elemental dmg, 68 turret HP, 21s, 98EP Rank 12 (Level 47): 159-177 elemental dmg, 70 turret HP, 22s, 104EP Rank 13 (Level 50): 169-188 elemental dmg, 73 turret HP, 23s, 110EP Rank 14 (Level 53): 178-198 elemental dmg, 76 turret HP, 24s, 117EP Rank 15 (Level 56): 188-209 elemental dmg, 79 turret HP, 25s, 123EP Rank 16 (Level 59): 198-220 elemental dmg, 82 turret HP, 26s, 130EP
D.07.a.v - Repulsor Rays (Projectile): Requires Disruptor Shock. Rapidly fires lasers as long as button is held. Rank 1 (Level 21): 43-50 energy damage, 50 EP Rank 2 (Level 24): 49-56 energy damage, 57 EP Rank 3 (Level 27): 55-63 energy damage, 64 EP Rank 4 (Level 30): 61-69 energy damage, 71 EP Rank 5 (Level 33): 67-76 energy damage, 78 EP Rank 6 (Level 36): 73-82 energy damage, 86 EP Rank 7 (Level 39): 79-89 energy damage, 93 EP Rank 8 (Level 42): 85-95 energy damage, 100 EP Rank 9 (Level 45): 91-102 energy damage, 107 EP Rank 10 (Level 48): 97-108 energy damage, 115 EP Rank 11 (Level 51): 103-115 energy damage, 122 EP Rank 12 (Level 54): 109-121 energy damage, 129 EP Rank 13 (Level 57): 115-128 energy damage, 136 EP Rank 14 (Level 60): 121-135 energy damage, 144 EP
D.07.a.vi - Gamma Bolts (Projectile): Requires Auto Turret. Fires 3 gamma bolts that pierce enemies and bounce off walls. Rank 1 (Level 28): 66-75 radiation dmg, 2 second bolts, 2 bounces, 72EP Rank 2 (Level 31): 72-82 radiation dmg, 2 second bolts, 2 bounces, 80EP Rank 3 (Level 34): 78-89 radiation dmg, 2 second bolts, 2 bounces, 88EP Rank 4 (Level 37): 85-96 radiation dmg, 2 second bolts, 3 bounces, 96EP Rank 5 (Level 40): 91-103 radiation dmg, 2 second bolts, 3 bounces, 104EP Rank 6 (Level 43): 98-110 radiation dmg, 3 second bolts, 4 bounces, 112EP Rank 7 (Level 46): 104-117 radiation dmg, 3 second bolts, 4 bounces, 120EP Rank 8 (Level 49): 110-124 radiation dmg, 3 second bolts, 4 bounces, 128EP Rank 9 (Level 52): 117-131 radiation dmg, 3 second bolts, 5 bounces, 136EP Rank 10 (Level 55): 123-138 radiation dmg, 3 second bolts, 5 bounces, 144EP Rank 11 (Level 58): 130-146 radiation dmg, 4 second bolts, 6 bounces, 152EP
D.07.a.vii - Tractor Beam (Blast): Requires Repulsor Rays. Attaches a gravity well to target, causing damage and stun, and sucks in nearby enemies. Rank 1 (Level 28): 43-50 victim dmg, 27-33 surrounding dmg, 84EP Rank 2 (Level 31): 47-54 victim dmg, 31-37 surrounding dmg, 93EP Rank 3 (Level 34): 51-59 victim dmg, 35-42 surrounding dmg, 103EP Rank 4 (Level 37): 55-63 victim dmg, 39-46 surrounding dmg, 112EP Rank 5 (Level 40): 59-68 victim dmg, 43-51 surrounding dmg, 122EP Rank 6 (Level 43): 64-73 victim dmg, 48-56 surrounding dmg, 132EP Rank 7 (Level 46): 68-77 victim dmg, 52-60 surrounding dmg, 141EP Rank 8 (Level 49): 72-82 victim dmg, 56-65 surrounding dmg, 151EP Rank 9 (Level 52): 76-86 victim dmg, 60-69 surrounding dmg, 160EP Rank 10 (Level 55): 80-91 victim dmg, 64-74 surrounding dmg, 170EP Rank 11 (Level 58): 85-96 victim dmg, 69-79 surrounding dmg, 180EP
D.07.a.viii - Concussive Overload (Radial, Xtreme): Suit overloads, sending 4 shockwaves of different energy types. Rank 1 (Level 15): 27-33 energy, 27-33 elemental, 27-33 radiation, 21-26 EMP (robots only) Rank 2 (Level 20): 37-44 energy, 37-44 elemental, 37-44 radiation, 37-43 EMP (robots only) Rank 3 (Level 25): 48-56 energy, 48-56 elemental, 48-56 radiation, 53-61 EMP (robots only) Rank 4 (Level 30): 59-68 energy, 59-68 elemental, 59-68 radiation, 69-79 EMP (robots only) Rank 5 (Level 35): 70-80 energy, 70-80 elemental, 70-80 radiation, 85-96 EMP (robots only) Rank 6 (Level 40): 81-92 energy, 81-92 elemental, 81-92 radiation, 101-114 EMP (robots only) Rank 7 (Level 45): 92-104 energy, 92-104 elemental, 92-104 radiation, 117-132 EMP (robots only)
D.07.a.ix - System Override (Boost, Xtreme): Allows Iron Man to revive himself. Rank 1 (Level 20): 10% of Maximum HP, 180 seconds Rank 2 (Level 25): 26% of Maximum HP, 210 seconds Rank 3 (Level 30): 42% of Maximum HP, 240 seconds Rank 4 (Level 35): 58% of Maximum HP, 270 seconds Rank 5 (Level 40): 75% of Maximum HP, 300 seconds
D.07.a.x - Energy Shield (Boost): Suit forms energy shield that turns energy damage taken into HP and increases physical damage. Rank 1 (Level 7): 45% dmg, +21% DEF, +11% physical dmg, 13s, 88EP Rank 2 (Level 10): 47% dmg, +29% DEF, +11% physical dmg, 13s, 112EP Rank 3 (Level 13): 50% dmg, +37% DEF, +12% physical dmg, 13s, 136EP Rank 4 (Level 16): 52% dmg, +45% DEF, +12% physical dmg, 13s, 161EP Rank 5 (Level 19): 54% dmg, +53% DEF, +13% physical dmg, 13s, 185EP Rank 6 (Level 22): 57% dmg, +62% DEF, +13% physical dmg, 13s, 210EP Rank 7 (Level 25): 59% dmg, +70% DEF, +14% physical dmg, 13s, 234EP Rank 8 (Level 28): 62% dmg, +78% DEF, +15% physical dmg, 13s, 259EP Rank 9 (Level 31): 64% dmg, +86% DEF, +15% physical dmg, 13s, 283EP Rank 10 (Level 34): 67% dmg, +95% DEF, +16% physical dmg, 13s, 308EP Rank 11 (Level 37): 69% dmg, +103% DEF, +16% physical dmg, 13s, 332EP Rank 12 (Level 40): 72% dmg, +111% DEF, +17% physical dmg, 13s, 357EP Rank 13 (Level 43): 74% dmg, +119% DEF, +18% physical dmg, 13s, 381EP Rank 14 (Level 46): 77% dmg, +128% DEF, +18% physical dmg, 13s, 406EP Rank 15 (Level 49): 79% dmg, +136% DEF, +19% physical dmg, 13s, 430EP Rank 16 (Level 52): 82% dmg, +144% DEF, +19% physical dmg, 13s, 455EP Rank 17 (Level 55): 84% dmg, +152% DEF, +20% physical dmg, 13s, 479EP Rank 18 (Level 58): 87% dmg, +160% DEF, +21% physical dmg, 13s, 504EP
D.07.a.xi - Motion Amplifier (Boost): Requires Energy Shield. Increases attack speed and melee damage. Rank 1 (Level 14): +75% ATK speed, +80% ATK, +375% melee dmg, 13s, 22EP Rank 2 (Level 14): +80% ATK speed, +88% ATK, +397% melee dmg, 15s, 22EP Rank 3 (Level 15): +86% ATK speed, +95% ATK, +419% melee dmg, 18s, 23EP Rank 4 (Level 16): +90% ATK speed, +103% ATK, +441% melee dmg, 21s, 24EP Rank 5 (Level 17): +96% ATK speed, +110% ATK, +462% melee dmg, 24s, 24EP Rank 6 (Level 18): +100% ATK speed, +118% ATK, +484% melee dmg, 27s, 25EP Rank 7 (Level 19): +105% ATK speed, +125% ATK, +506% melee dmg, 29s, 26EP Rank 8 (Level 20): +110% ATK speed, +133% ATK, +527% melee dmg, 32s, 26EP Rank 9 (Level 21): +116% ATK speed, +140% ATK, +549% melee dmg, 35s, 27EP Rank 10 (Level 22): +121% ATK speed, +148% ATK, +570% melee dmg, 38s, 28EP Rank 11 (Level 23): +125% ATK speed, +155% ATK, +592% melee dmg, 41s, 28EP Rank 12 (Level 24): +130% ATK speed, +163% ATK, +614% melee dmg, 43s, 29EP Rank 13 (Level 25): +135% ATK speed, +170% ATK, +635% melee dmg, 46s, 30EP Rank 14 (Level 26): +141% ATK speed, +178% ATK, +657% melee dmg, 49s, 30EP Rank 15 (Level 27): +146% ATK speed, +185% ATK, +679% melee dmg, 52s, 31EP Rank 16 (Level 28): +150% ATK speed, +193% ATK, +700% melee dmg, 55s, 32EP
D.07.a.xii - Auto Medic (Passive): Provides health regeneration over a short time period. Rank 1 (Level 1): 1.0% of total health per 7 seconds Rank 2 (Level 2): 1.4% of total health per 7 seconds Rank 3 (Level 3): 1.7% of total health per 7 seconds Rank 4 (Level 4): 2.1% of total health per 7 seconds Rank 5 (Level 5): 2.4% of total health per 7 seconds Rank 6 (Level 6): 2.8% of total health per 7 seconds Rank 7 (Level 7): 3.1% of total health per 7 seconds Rank 8 (Level 8): 3.5% of total health per 7 seconds Rank 9 (Level 9): 3.9% of total health per 7 seconds Rank 10 (Level 10): 4.2% of total health per 7 seconds Rank 11 (Level 11): 4.6% of total health per 7 seconds Rank 12 (Level 12): 4.9% of total health per 7 seconds Rank 13 (Level 13): 5.3% of total health per 7 seconds Rank 14 (Level 14): 5.6% of total health per 7 seconds Rank 15 (Level 15): 6.0% of total health per 7 seconds
D.07.a.xiii - Mark VIII Upgrade (Passive): Requires Mutant Master. Increases damage done and chance of criticals, when using energy damage attacks. Rank 1 (Level 14): +5% energy damage, +1% critical chance Rank 2 (Level 15): +9% energy damage, +2% critical chance Rank 3 (Level 16): +12% energy damage, +2% critical chance Rank 4 (Level 17): +15% energy damage, +3% critical chance Rank 5 (Level 18): +18% energy damage, +3% critical chance Rank 6 (Level 19): +22% energy damage, +4% critical chance Rank 7 (Level 20): +25% energy damage, +4% critical chance Rank 8 (Level 21): +28% energy damage, +5% critical chance Rank 9 (Level 22): +31% energy damage, +6% critical chance Rank 10 (Level 23): +34% energy damage, +6% critical chance Rank 11 (Level 24): +38% energy damage, +7% critical chance Rank 12 (Level 25): +41% energy damage, +7% critical chance Rank 13 (Level 26): +44% energy damage, +8% critical chance Rank 14 (Level 27): +47% energy damage, +8% critical chance Rank 15 (Level 28): +50% energy damage, +9% critical chance
D.07.a.xiv - Environmental Suit (Passive): Requires Auto Medic. Resistance to elemental, mental, energy and radiation damage. Rank 1 (Level 21): 5% resistance Rank 2 (Level 22): 8% resistance Rank 3 (Level 23): 11% resistance Rank 4 (Level 24): 14% resistance Rank 5 (Level 25): 17% resistance Rank 6 (Level 26): 20% resistance Rank 7 (Level 27): 23% resistance Rank 8 (Level 28): 26% resistance Rank 9 (Level 29): 29% resistance Rank 10 (Level 30): 32% resistance Rank 11 (Level 31): 35% resistance Rank 12 (Level 32): 38% resistance Rank 13 (Level 33): 41% resistance Rank 14 (Level 34): 44% resistance Rank 15 (Level 35): 47% resistance
D.07.a.xv - Might (Ability): Increases lifting strength and destruction level of melee attacks. Rank 1 (Level 1): Can lift heavy objects Can damage reinforced walls and objects Rank 2 (Level 5): Can lift massive objects Can damage reinforced walls and objects
D.07.a.xvi - Flight (Ability): Allows flying and improves mastery over it. Rank 1 (Level 1): 10 EP/s Rank 2 (Level 2): 8 EP/s Rank 3 (Level 3): 6 EP/s Rank 4 (Level 4): 4 EP/s Rank 5 (Level 5): 3 EP/s
D.07.a.xvii - Mutant Master (Passive): Increases EP regeneration rate. Rank 1 (Level 7): +30% EP regeneration Rank 2 (Level 8): +42% EP regeneration Rank 3 (Level 9): +54% EP regeneration Rank 4 (Level 10): +66% EP regeneration Rank 5 (Level 11): +78% EP regeneration Rank 6 (Level 12): +90% EP regeneration Rank 7 (Level 13): +102% EP regeneration Rank 8 (Level 14): +114% EP regeneration Rank 9 (Level 15): +126% EP regeneration Rank 10 (Level 16): +139% EP regeneration Rank 11 (Level 17): +150% EP regeneration Rank 12 (Level 18): +162% EP regeneration Rank 13 (Level 19): +175% EP regeneration Rank 14 (Level 20): +187% EP regeneration Rank 15 (Level 21): +199% EP regeneration
================ D.08: Jean Grey ================
D.08.a) Skills ------------ D.08.a.i - Telekinesis (Special)
D.08.a.ii - Psychic Spike (Projectile)
D.08.a.iii - Psionic Boom (Radial): Requires Telekinesis
D.08.a.iv - Memory Wipe (Radial): Requires Psionic Boom
D.08.a.v - Dark Phoenix (Blast)
D.08.a.vi - Mental Guardian (Trap): Requires Psychic Spike
D.08.a.vii - Phoenix Force (Radial, Xtreme)
D.08.a.viii - From the Ashes (Boost, Xtreme)
D.08.a.ix - Mental Vortex (Boost)
D.08.a.x - Calming Presence (Boost): Requires Mental Vortex
D.08.a.xi - Psychic Fury (Boost): Requires Calming Presence
D.08.a.xii - Psionic Combat (Passive)
D.08.a.xiii - Telekinetic Net (Passive): Requires Psionic Combat
D.08.a.xiv - Mental Mastery (Passive): Requires Mutant Master
D.08.a.xv - Flight (Ability): Allows flying and improves mastery over it. Rank 1 (Level 1): 10 EP/s Rank 2 (Level 2): 8 EP/s Rank 3 (Level 3): 6 EP/s Rank 4 (Level 4): 4 EP/s Rank 5 (Level 5): 3 EP/s
D.08.a.xvi - Mutant Master (Passive): Increases EP regeneration rate. Rank 1 (Level 7): +30% EP regeneration Rank 2 (Level 8): +42% EP regeneration Rank 3 (Level 9): +54% EP regeneration Rank 4 (Level 10): +66% EP regeneration Rank 5 (Level 11): +78% EP regeneration Rank 6 (Level 12): +90% EP regeneration Rank 7 (Level 13): +102% EP regeneration Rank 8 (Level 14): +114% EP regeneration Rank 9 (Level 15): +126% EP regeneration Rank 10 (Level 16): +139% EP regeneration Rank 11 (Level 17): +150% EP regeneration Rank 12 (Level 18): +162% EP regeneration Rank 13 (Level 19): +175% EP regeneration Rank 14 (Level 20): +187% EP regeneration Rank 15 (Level 21): +199% EP regeneration
================= D.09: Juggernaut =================
D.09.a) Skills -------------- D.09.a.i - Thunder Punch (Melee)
D.09.a.ii - Brutal Blitz (Melee)
D.09.a.iii - Arcane Fist (Radial): Requires Brutal Blitz.
D.09.a.iv - Bullrush (Charge): Requires Block.
D.09.a.v - Widowmaker (Melee): Requires Thunder Punch.
D.09.a.vi - Crimson Rage (Melee): Requires Cyttorak Shield.
D.09.a.vii - Crimson Devastation (Radial, Xtreme)
D.09.a.viii - Path of Destruction (Boost, Xtreme)
D.09.a.ix - Cyttorak Shield (Boost)
D.09.a.x - Cyttorak Transfer (Boost): Requires Cyttorak Shield.
D.09.a.xi - Block (Ability)
D.09.a.xii - Precision (Passive)
D.09.a.xiii - Cyttorak's Folly (Passive): Requires Critical Strike
D.09.a.xiv - Critical Strike (Passive)
D.09.a.xv - Might (Ability)
============== D.10: Magneto ==============
D.10.a) Skills -------------- D.10.a.i - Levitation (Special)
D.10.a.ii - Magnetic Shell (Beam)
D.10.a.iii - Metal Spikes (Projectile): Requires Levitation
D.10.a.iv - Shrapnel Sentry (Trap): Requires Magnetic Shell
D.10.a.v - Magnetic Grasp (Radial): Requires Metal Spikes
D.10.a.vi - Magnetic Blast (Blast): Requires Shrapnel Sentry
D.10.a.vii - Death Trap (Debuff): Requires Magnetic Grasp
D.10.a.viii - Metallic Mayhem (Radial, Xtreme)
D.10.a.ix - Metal Minion (Special, Xtreme)
D.10.a.x - Polarized Shield (Boost)
D.10.a.xi - Supremacy (Boost): Requires Polarized Shield
D.10.a.xii - Magnetic Deflection (Passive): Requires Mutant Master
D.10.a.xiii - Intimidation (Passive): Requires Leadership
D.10.a.xiv - Leadership (Passive)
D.10.a.xv - Flight (Ability): Allows flying and improves mastery over it. Rank 1 (Level 1): 10 EP/s Rank 2 (Level 2): 8 EP/s Rank 3 (Level 3): 6 EP/s Rank 4 (Level 4): 4 EP/s Rank 5 (Level 5): 3 EP/s
D.10.a.xvi - Mutant Master (Passive): Increases EP regeneration rate. Rank 1 (Level 7): +30% EP regeneration Rank 2 (Level 8): +42% EP regeneration Rank 3 (Level 9): +54% EP regeneration Rank 4 (Level 10): +66% EP regeneration Rank 5 (Level 11): +78% EP regeneration Rank 6 (Level 12): +90% EP regeneration Rank 7 (Level 13): +102% EP regeneration Rank 8 (Level 14): +114% EP regeneration Rank 9 (Level 15): +126% EP regeneration Rank 10 (Level 16): +139% EP regeneration Rank 11 (Level 17): +150% EP regeneration Rank 12 (Level 18): +162% EP regeneration Rank 13 (Level 19): +175% EP regeneration Rank 14 (Level 20): +187% EP regeneration Rank 15 (Level 21): +199% EP regeneration
=================== D.11: Nightcrawler ===================
D.11.a) Skills -------------- D.11.a.i - Divine Blades (Melee)
D.11.a.ii - Teleport (Special)
D.11.a.iii - Teleport Attack (Melee): Requires Teleport
D.11.a.iv - Piercing Strike (Melee): Requires Block
D.11.a.v - Teleport Frenzy (Melee): Requires Teleport
D.11.a.vi - Sword Whirlwind (Melee): Requires Piercing Strike
D.11.a.vii - Master of Chaos (Charge, Xtreme)
D.11.a.viii - Disappearing Act (Boost, Xtreme)
D.11.a.ix - Worship (Boost)
D.11.a.x - Shadow Master (Boost)
D.11.a.xi - Block (Ability)
D.11.a.xii - Sword Mastery (Passive)
D.11.a.xiii - Teleport Mastery (Passive)
D.11.a.xiv - Uncanny Reflexes (Passive)
D.11.a.xv - Leap of Faith (Passive)
D.11.a.xvi - Critical Strike (Passive)
================== D.12: Professor X ==================
To use Prof X, you must collect all the Danger Room discs and beat all the Danger Room scenarios.
D.12.a) Skills -------------- D.12.a.i - Cleave (Melee): Swing a massive sword causing damage, and a chance for a Deadly Strike (1/3 instant HP loss) Rank 1 (Level 1): 88-147 physical damage, 16% chance, 12 EP Rank 2 (Level 4): 96-160 physical damage, 16% chance, 18 EP Rank 3 (Level 7): 103-173 physical damage, 17% chance, 24 EP Rank 4 (Level 10): 111-186 physical damage, 18% chance, 30 EP Rank 5 (Level 13): 118-198 physical damage, 19% chance, 36 EP Rank 6 (Level 16): 126-211 physical damage, 19% chance, 42 EP Rank 7 (Level 19): 133-224 physical damage, 20% chance, 48 EP Rank 8 (Level 22): 141-236 physical damage, 21% chance, 54 EP Rank 9 (Level 25): 149-249 physical damage, 21% chance, 60 EP Rank 10 (Level 28): 156-262 physical damage, 22% chance, 66 EP Rank 11 (Level 31): 164-275 physical damage, 23% chance, 72 EP Rank 12 (Level 34): 171-287 physical damage, 24% chance, 78 EP Rank 13 (Level 37): 179-300 physical damage, 24% chance, 84 EP Rank 14 (Level 40): 186-313 physical damage, 25% chance, 90 EP Rank 15 (Level 43): 194-325 physical damage, 26% chance, 96 EP Rank 16 (Level 46): 201-338 physical damage, 27% chance, 102 EP Rank 17 (Level 49): 209-351 physical damage, 27% chance, 108 EP Rank 18 (Level 52): 217-364 physical damage, 28% chance, 114 EP Rank 19 (Level 55): 224-376 physical damage, 29% chance, 120 EP Rank 20 (Level 58): 232-389 physical damage, 30% chance, 126 EP
D.12.a.ii - Crushing Ego (Blast): Radial burst of mental energy that holds enemies four seconds, causing bleed damage during that time Rank 1 (Level 7): 11-15 mental dmg, 3-5 bleed dmg, 28 EP Rank 2 (Level 10): 15-19 mental dmg, 4-7 bleed dmg, 36 EP Rank 3 (Level 13): 19-23 mental dmg, 6-9 bleed dmg, 44 EP Rank 4 (Level 16): 23-28 mental dmg, 8-11 bleed dmg, 52 EP Rank 5 (Level 19): 27-32 mental dmg, 10-13 bleed dmg, 60 EP Rank 6 (Level 22): 31-36 mental dmg, 12-15 bleed dmg, 68 EP Rank 7 (Level 25): 35-41 mental dmg, 13-17 bleed dmg, 76 EP Rank 8 (Level 28): 39-45 mental dmg, 15-19 bleed dmg, 84 EP Rank 9 (Level 31): 43-49 mental dmg, 17-21 bleed dmg, 92 EP Rank 10 (Level 34): 47-54 mental dmg, 19-23 bleed dmg, 100 EP Rank 11 (Level 37): 51-58 mental dmg, 21-25 bleed dmg, 108 EP Rank 12 (Level 40): 55-62 mental dmg, 23-27 bleed dmg, 116 EP Rank 13 (Level 43): 59-67 mental dmg, 24-29 bleed dmg, 124 EP Rank 14 (Level 46): 63-71 mental dmg, 26-31 bleed dmg, 132 EP Rank 15 (Level 49): 67-75 mental dmg, 28-33 bleed dmg, 140 EP Rank 16 (Level 52): 71-80 mental dmg, 30-35 bleed dmg, 148 EP Rank 17 (Level 55): 75-84 mental dmg, 32-37 bleed dmg, 156 EP Rank 18 (Level 58): 79-89 mental dmg, 34-40 bleed dmg, 164 EP
D.12.a.iii - Psychic Storm (Special): Press and hold power. Lightning chains from Professor X's body to nearby enemies (energy damage). Rank 1 (Level 21): 30-36 dmg primary, 17-22 dmg chain, 60 EP/sec Rank 2 (Level 24): 34-40 dmg primary, 20-25 dmg chain, 68 EP/sec Rank 3 (Level 27): 38-44 dmg primary, 24-29 dmg chain, 76 EP/sec Rank 4 (Level 30): 42-49 dmg primary, 27-33 dmg chain, 85 EP/sec Rank 5 (Level 33): 46-53 dmg primary, 31-37 dmg chain, 93 EP/sec Rank 6 (Level 36): 50-57 dmg primary, 34-41 dmg chain, 102 EP/sec Rank 7 (Level 39): 54-62 dmg primary, 38-45 dmg chain, 110 EP/sec Rank 8 (Level 42): 58-66 dmg primary, 41-48 dmg chain, 119 EP/sec Rank 9 (Level 45): 62-71 dmg primary, 45-52 dmg chain, 127 EP/sec Rank 10 (Level 48): 66-75 dmg primary, 48-56 dmg chain, 136 EP/sec Rank 11 (Level 51): 70-79 dmg primary, 52-60 dmg chain, 144 EP/sec Rank 12 (Level 54): 74-84 dmg primary, 55-64 dmg chain, 153 EP/sec Rank 13 (Level 57): 78-88 dmg primary, 59-68 dmg chain, 161 EP/sec Rank 14 (Level 60): 82-93 dmg primary, 63-72 dmg chain, 170 EP/sec
D.12.a.iv - Psychic Shock (Special, Xtreme): Resurrects nearby fallen allies and enemies. Resurrected enemies become allies for a time, then expire. Rank 1 (Level 15): 15% of HP restored, 13 seconds for enemies Rank 2 (Level 20): 25% of HP restored, 16 seconds for enemies Rank 3 (Level 25): 35% of HP restored, 19 seconds for enemies Rank 4 (Level 30): 45% of HP restored, 23 seconds for enemies Rank 5 (Level 35): 55% of HP restored, 26 seconds for enemies Rank 6 (Level 40): 65% of HP restored, 29 seconds for enemies Rank 7 (Level 45): 75% of HP restored, 33 seconds for enemies
D.12.a.v - Telepathic Link (Boost): Links to the minds of all teammates, increasing ATK and Damage Rank 1 (Level 14): +5% damage all attacks, +21% ATK, 13 seconds, 132 EP Rank 2 (Level 17): +7% damage all attacks, +30% ATK, 15 seconds, 157 EP Rank 3 (Level 20): +9% damage all attacks, +39% ATK, 18 seconds, 183 EP Rank 4 (Level 23): +11% damage all attacks, +49% ATK, 21 seconds, 208 EP Rank 5 (Level 26): +13% damage all attacks, +58% ATK, 24 seconds, 234 EP Rank 6 (Level 29): +15% damage all attacks, +67% ATK, 27 seconds, 260 EP Rank 7 (Level 32): +17% damage all attacks, +76% ATK, 29 seconds, 285 EP Rank 8 (Level 35): +19% damage all attacks, +86% ATK, 32 seconds, 311 EP Rank 9 (Level 38): +20% damage all attacks, +95% ATK, 35 seconds, 336 EP Rank 10 (Level 41): +22% damage all attacks, +104% ATK, 38 seconds, 362 EP Rank 11 (Level 44): +24% damage all attacks, +114% ATK, 41 seconds, 388 EP Rank 12 (Level 47): +26% damage all attacks, +123% ATK, 43 seconds, 413 EP Rank 13 (Level 50): +28% damage all attacks, +132% ATK, 46 seconds, 439 EP Rank 14 (Level 53): +30% damage all attacks, +142% ATK, 49 seconds, 464 EP Rank 15 (Level 56): +32% damage all attacks, +151% ATK, 52 seconds, 490 EP Rank 16 (Level 59): +34% damage all attacks, +160% ATK, 55 seconds, 516 EP
D.12.a.vi - Reveal Intent (Passive): Increases Professor X's mental insight, increasing his DEF Rank 1 (Level 14): +15% DEF Rank 2 (Level 15): +23% DEF Rank 3 (Level 16): +30% DEF Rank 4 (Level 18): +37% DEF Rank 5 (Level 19): +45% DEF Rank 6 (Level 20): +52% DEF Rank 7 (Level 22): +59% DEF Rank 8 (Level 23): +67% DEF Rank 9 (Level 26): +81% DEF Rank 10 (Level 27): +88% DEF Rank 11 (Level 28): +96% DEF Rank 12 (Level 30): +103% DEF Rank 13 (Level 31): +110% DEF Rank 14 (Level 33): +118% DEF
D.12.a.vii - Clairvoyance (Passive): Increase movement speed and reduce damage taken Rank 1 (Level 21): +9% movement speed, -5% damage taken Rank 2 (Level 22): +12% movement speed, -6% damage taken Rank 3 (Level 23): +14% movement speed, -7% damage taken Rank 4 (Level 25): +18% movement speed, -9% damage taken Rank 5 (Level 26): +21% movement speed, -10% damage taken Rank 6 (Level 27): +24% movement speed, -11% damage taken Rank 7 (Level 29): +26% movement speed, -13% damage taken Rank 8 (Level 30): +29% movement speed, -14% damage taken Rank 9 (Level 31): +33% movement speed, -15% damage taken Rank 10 (Level 33): +36% movement speed, -17% damage taken Rank 11 (Level 34): +38% movement speed, -18% damage taken Rank 12 (Level 35): +41% movement speed, -19% damage taken Rank 13 (Level 37): +45% movement speed, -48% damage taken Rank 14 (Level 38): +48% movement speed, -22% damage taken Rank 15 (Level 40): +50% movement speed, -24% damage taken
D.12.a.viii - Leadership (Passive): Increases combo XP bonus to any combo done while on team, and increases chance for critical strike for whole team Rank 1 (Level 1): +2% critical strike, +9% combo XP Rank 2 (Level 2): +2% critical strike, +14% combo XP Rank 3 (Level 3): +3% critical strike, +21% combo XP Rank 4 (Level 4): +3% critical strike, +26% combo XP Rank 5 (Level 5): +4% critical strike, +33% combo XP Rank 6 (Level 6): +4% critical strike, +38% combo XP Rank 7 (Level 7): +5% critical strike, +45% combo XP Rank 8 (Level 8): +5% critical strike, +50% combo XP Rank 9 (Level 9): +6% critical strike, +56% combo XP Rank 10 (Level 10): +6% critical strike, +63% combo XP Rank 11 (Level 11): +7% critical strike, +68% combo XP Rank 12 (Level 12): +7% critical strike, +75% combo XP Rank 13 (Level 13): +8% critical strike, +80% combo XP Rank 14 (Level 14): +8% critical strike, +87% combo XP Rank 15 (Level 15): +9% critical strike, +92% combo XP
D.12.a.ix - Mutant Master (Passive): Increases EP regeneration rate. Rank 1 (Level 7): +30% EP regeneration Rank 2 (Level 8): +42% EP regeneration Rank 3 (Level 9): +54% EP regeneration Rank 4 (Level 10): +66% EP regeneration Rank 5 (Level 11): +78% EP regeneration Rank 6 (Level 12): +90% EP regeneration Rank 7 (Level 13): +102% EP regeneration Rank 8 (Level 14): +114% EP regeneration Rank 9 (Level 15): +126% EP regeneration Rank 10 (Level 16): +139% EP regeneration Rank 11 (Level 17): +150% EP regeneration Rank 12 (Level 18): +162% EP regeneration Rank 13 (Level 19): +175% EP regeneration Rank 14 (Level 20): +187% EP regeneration Rank 15 (Level 21): +199% EP regeneration
=========== D.13: Pyro ===========
Pyro is available only in the PC version of XML2. He does not need to be unlocked.
D.13.a) Skills -------------- D.13.a.i - Burn (Blast)
D.13.a.ii - Breath of Fire (Special)
D.13.a.iii - Fiery Charge (Projectile): Requires Burn
D.13.a.iv - Flaming Pillar (Radial): Requires Breath of Fire
D.13.a.v - Fire Bats (Projectile): Requires Fiery Charge
D.13.a.vi - Fire Blade (Melee): Requires Breath of Fire
D.13.a.vii - Fire Blast (Projectile): Requires Fire Bats
D.13.a.viii - Wildfire (Radial, Xtreme)
D.13.a.ix - Fire it Up (Boost, Xtreme)
D.13.a.x - Torch Fury (Boost)
D.13.a.xi - Flame Shield (Boost): Requires Torch Fury
D.13.a.xii - Flame Mastery (Passive)
D.13.a.xiii - Elemental Combat (Passive)
D.13.a.xiv - Scorch (Passive)
D.13.a.xv - Mutant Master (Passive): Increases EP regeneration rate. Rank 1 (Level 7): +30% EP regeneration Rank 2 (Level 8): +42% EP regeneration Rank 3 (Level 9): +54% EP regeneration Rank 4 (Level 10): +66% EP regeneration Rank 5 (Level 11): +78% EP regeneration Rank 6 (Level 12): +90% EP regeneration Rank 7 (Level 13): +102% EP regeneration Rank 8 (Level 14): +114% EP regeneration Rank 9 (Level 15): +126% EP regeneration Rank 10 (Level 16): +139% EP regeneration Rank 11 (Level 17): +150% EP regeneration Rank 12 (Level 18): +162% EP regeneration Rank 13 (Level 19): +175% EP regeneration Rank 14 (Level 20): +187% EP regeneration Rank 15 (Level 21): +199% EP regeneration
============ D.14: Rogue ============
D.14.a) Skills -------------- D.14.a.i - Smash (Melee)
D.14.a.ii - Bedazzle (Debuff)
D.14.a.iii - Power Theft (Special): Requires Smash.
D.14.a.iv - Energy Overflow (Radial): Requires Power Theft.
D.14.a.v - Torpedo Strike (Charge)
D.14.a.vi - Tremor (Melee): Requires Torpedo Strike
D.14.a.vii - Manic Slam (Charge, Xtreme)
D.14.a.viii - Reflective Aura (Boost, Xtreme)
D.14.a.ix - Heal (Boost): Requires Bedazzle
D.14.a.x - Southern Shout (Boost): Requires Heal
D.14.a.xi - Block (Ability)
D.14.a.xii - Hardened (Passive)
D.14.a.xiii - Prism Shield (Passive)
D.14.a.xiv - Critical Strike (Passive)
D.14.a.xv - Might (Ability)
D.14.a.xvi - Flight (Ability): Allows flying and improves mastery over it. Rank 1 (Level 1): 10 EP/s Rank 2 (Level 2): 8 EP/s Rank 3 (Level 3): 6 EP/s Rank 4 (Level 4): 4 EP/s Rank 5 (Level 5): 3 EP/s
================= D.15: Sabretooth =================
Sabretooth is available only in the PC version of XML2. He does not need to be unlocked.
D.15.a) Skills --------------
D.15.a.i - Talon Slice (Melee)
D.15.a.ii - Talon Slash (Melee): Requires Talon Slice
D.15.a.iii - Bleeding Talons (Melee): Requires Talon Slice
D.15.a.iv - Talon Rage (Melee): Requires Talon Slash
D.15.a.v - Deadly Lunge (Charge): Requires Bleeding Talons
D.15.a.vi - Talon Fury (Melee): Requires Talon Rage
D.15.a.vii - Slash and Bash (Radial, Xtreme)
D.15.a.viii - Regeneration Overdrive (Boost, Xtreme)
D.15.a.ix - Feral Rampage (Boost)
D.15.a.x - Roar (Debuff): Requires Feral Rampage
D.15.a.xi - Block (Ability)
D.15.a.xii - Talon Mastery (Passive)
D.15.a.xiii - Enhanced Senses (Passive)
D.15.a.xiv - Strong Willed (Passive)
D.15.a.xv - Regeneration (Passive)
D.15.a.xvi - Might (Ability)
==================== D.16: Scarlet Witch ====================
D.16.a) Skills -------------- D.16.a.i - Misfortune (Boost): Requires Reality Shift
D.16.a.ii - Hex Bolt (Projectile)
D.16.a.iii - Combustion (Radial)
D.16.a.iv - Reality Shift (Special): Requires Combustion
D.16.a.v - Hex Locked (Projectile): Requires Hex Bolt
D.16.a.vi - Hex Explosion (Projectile): Requires Hex Locked
D.16.a.vii - Anarchy Assault (Radial, Xtreme)
D.16.a.viii - Revitalize (Boost, Xtreme)
D.16.a.ix - Probability Syphon (Boost)
D.16.a.x - Amplify Luck (Boost): Requires Probability Syphon
D.16.a.xi - Heal (Boost): Requires Amplify Luck
D.16.a.xii - Scarlet's Touch (Passive)
D.16.a.xiii - Deflect Missiles (Passive): Requires Scarlet's Touch
D.16.a.xiv - Hex Mastery (Passive): Requires Mutant Master
D.16.a.xv - Mutant Master (Passive): Increases EP regeneration rate. Rank 1 (Level 7): +30% EP regeneration Rank 2 (Level 8): +42% EP regeneration Rank 3 (Level 9): +54% EP regeneration Rank 4 (Level 10): +66% EP regeneration Rank 5 (Level 11): +78% EP regeneration Rank 6 (Level 12): +90% EP regeneration Rank 7 (Level 13): +102% EP regeneration Rank 8 (Level 14): +114% EP regeneration Rank 9 (Level 15): +126% EP regeneration Rank 10 (Level 16): +139% EP regeneration Rank 11 (Level 17): +150% EP regeneration Rank 12 (Level 18): +162% EP regeneration Rank 13 (Level 19): +175% EP regeneration Rank 14 (Level 20): +187% EP regeneration Rank 15 (Level 21): +199% EP regeneration
============ D.17: Storm ============
D.17.a) Skills -------------- D.17.a.i - Lightning Strike (Blast)
D.17.a.ii - Funnels (Trap)
D.17.a.iii - Blizzard (Debuff): Requires Funnels
D.17.a.iv - Electric Shock (Radial): Requires Lightning Strike
D.17.a.v - Whirlwind (Trap): Requires Blizzard
D.17.a.vi - Chain Lightning (Blast): Requires Lightning Strike
D.17.a.vii - Static Charge (Debuff): Requires Whirlwind
D.17.a.viii - Raging Tempest (Radial, Xtreme)
D.17.a.ix - Will of the Goddess (Boost, Xtreme)
D.17.a.x - Whirlwind Armor (Boost)
D.17.a.xi - Storm Shield (Boost): Requires Whirlwind Armor
D.17.a.xii - Elemental Combat (Passive)
D.17.a.xiii - Wind Mastery (Passive): Requires Mutant Master
D.17.a.xiv - Lightning Mastery (Passive): Requires Mutant Master
D.17.a.xv - Flight (Ability): Allows flying and improves mastery over it. Rank 1 (Level 1): 10 EP/s Rank 2 (Level 2): 8 EP/s Rank 3 (Level 3): 6 EP/s Rank 4 (Level 4): 4 EP/s Rank 5 (Level 5): 3 EP/s
D.17.a.xvi - Mutant Master (Passive): Increases EP regeneration rate. Rank 1 (Level 7): +30% EP regeneration Rank 2 (Level 8): +42% EP regeneration Rank 3 (Level 9): +54% EP regeneration Rank 4 (Level 10): +66% EP regeneration Rank 5 (Level 11): +78% EP regeneration Rank 6 (Level 12): +90% EP regeneration Rank 7 (Level 13): +102% EP regeneration Rank 8 (Level 14): +114% EP regeneration Rank 9 (Level 15): +126% EP regeneration Rank 10 (Level 16): +139% EP regeneration Rank 11 (Level 17): +150% EP regeneration Rank 12 (Level 18): +162% EP regeneration Rank 13 (Level 19): +175% EP regeneration Rank 14 (Level 20): +187% EP regeneration Rank 15 (Level 21): +199% EP regeneration
============== D.18: Sunfire ==============
D.18.a) Skills -------------- D.18.a.i - Ignite (Blast)
D.18.a.ii - Flamethrower (Special)
D.18.a.iii - Atomic Charge (Projectile): Requires Ignite
D.18.a.iv - Fiery Geyser (Radial): Requires Flamethrower
D.18.a.v - Blazing Barrage (Projectile): Requires Atomic Charge
D.18.a.vi - Flame Sword (Melee): Requires Flamethrower
D.18.a.vii - Inferno (Projectile): Requires Blazing Barrage
D.18.a.viii - Super Nova (Radial, Xtreme)
D.18.a.ix - Rising Sun (Boost, Xtreme)
D.18.a.x - Flaming Fury (Boost)
D.18.a.xi - Ion Shield (Boost): Requires Flaming Fury
D.18.a.xii - Fire Mastery (Passive)
D.18.a.xiii - Elemental Combat (Passive)
D.18.a.xiv - Ionize (Passive)
D.18.a.xv - Flight (Ability): Allows flying and improves mastery over it. Rank 1 (Level 1): 10 EP/s Rank 2 (Level 2): 8 EP/s Rank 3 (Level 3): 6 EP/s Rank 4 (Level 4): 4 EP/s Rank 5 (Level 5): 3 EP/s
D.18.a.xvi - Mutant Master (Passive): Increases EP regeneration rate. Rank 1 (Level 7): +30% EP regeneration Rank 2 (Level 8): +42% EP regeneration Rank 3 (Level 9): +54% EP regeneration Rank 4 (Level 10): +66% EP regeneration Rank 5 (Level 11): +78% EP regeneration Rank 6 (Level 12): +90% EP regeneration Rank 7 (Level 13): +102% EP regeneration Rank 8 (Level 14): +114% EP regeneration Rank 9 (Level 15): +126% EP regeneration Rank 10 (Level 16): +139% EP regeneration Rank 11 (Level 17): +150% EP regeneration Rank 12 (Level 18): +162% EP regeneration Rank 13 (Level 19): +175% EP regeneration Rank 14 (Level 20): +187% EP regeneration Rank 15 (Level 21): +199% EP regeneration
=========== D.19: Toad ===========
D.19.a) Skills -------------- D.19.a.i - Hammer Kick (Melee)
D.19.a.ii - Tongue Strike (Melee)
D.19.a.iii - Mucous Spit (Projectile)
D.19.a.iv - Tongue Lash (Melee): Requires Hammer Kick
D.19.a.v - Noxious Spew (Projectile): Requires Mucous Spit
D.19.a.vi - Leap Attack (Charge): Requires Tongue Lash
D.19.a.vii - Tongue Whip (Radial, Xtreme)
D.19.a.viii - Plunder (Boost, Xtreme)
D.19.a.ix - Secretion (Boost)
D.19.a.x - Taunt (Debuff): Requires Secretion
D.19.a.xi - Block (Ability)
D.19.a.xii - Spit Mastery (Passive): Requires Mutant Master
D.19.a.xiii - Tongue Mastery (Passive): Requires Critical Strike
D.19.a.xiv - Critical Strike (Passive)
D.19.a.xv - Mutant Master (Passive) Rank 1 (Level 7): +30% EP regeneration Rank 2 (Level 8): +42% EP regeneration Rank 3 (Level 9): +54% EP regeneration Rank 4 (Level 10): +66% EP regeneration Rank 5 (Level 11): +78% EP regeneration Rank 6 (Level 12): +90% EP regeneration Rank 7 (Level 13): +102% EP regeneration Rank 8 (Level 14): +114% EP regeneration Rank 9 (Level 15): +126% EP regeneration Rank 10 (Level 16): +139% EP regeneration Rank 11 (Level 17): +150% EP regeneration Rank 12 (Level 18): +162% EP regeneration Rank 13 (Level 19): +175% EP regeneration Rank 14 (Level 20): +187% EP regeneration Rank 15 (Level 21): +199% EP regeneration
================ D.20: Wolverine ================
D.20.a) Skills -------------- D.20.b) Feral Slash (Melee)
D.20.c) Claw Flurry (Melee): Requires Feral Slash
D.20.c.i - Bloodlust (Melee): Requires Feral Slash
D.20.c.ii - Eviscerate (Melee): Requires Claw Flurry
D.20.c.iii - Lethal Lunge (Charge): Requires Bloodlust
D.20.c.iv - Claw Frenzy (Melee): Requires Eviscerate
D.20.c.v - Berserker Fury (Radial, Xtreme)
D.20.c.vi - Rude Awakening (Boost, Xtreme)
D.20.c.vii - Berserker Rage (Boost)
D.20.c.viii - Scream (Debuff): Requires Berserker Rage
D.20.c.ix - Block (Ability)
D.20.c.x - Claw Master (Passive)
D.20.c.xi - Enhances Senses (Passive)
D.20.c.xii - Strong Willed (Passive)
D.20.c.xiii - Regeneration (Passive)
D.20.c.xiv - Might (Ability)
================== D.21: Bonus Teams ==================
Certain combinations of four characters provide a team bonus. If more than four characters are listed below, you may have any four on your team to earn the bonus:
Age of Apocalypse: +100% ATK Rating - Any 4 heroes with Age of Apocalypse skins
Agile Warriors: +5% XP - Nightcrawler, Sunfire, Toad, Deadpool
Brotherhood of Evil: +5% XP - Juggernaut, Magneto, Toad, Scarlet Witch
Bruiser Brigade: 20 EP gain per Knockout - Juggernaut, Colossus, Wolverine, Rogue
Dark Past: 5% damage inflicted goes to HP - Rogue, Gambit, Deadpool, Wolverine
Double Date: 20 HP gained per Knockout - Rogue, Gambit, Jean Grey, Cyclops
Energy Corps: +5% damage - Gambit, Bishop, Cyclops, Iron Man
Family Affair: +5 HP regeneration - Magneto, Scarlet Witch, Juggernaut, Prof X
Femme Fatale: 5% damage inflicted goes to HP - Storm, Scarlet Witch, Rogue, Jean Grey
Forces of Nature: +10 to all Resists - Storm, Iceman, Sunfire, Magneto
Heavy Metal: +10 to all stats - Colossus, Juggernaut, Iron Man, Magneto
New Avengers: +15% Max HP - Iron Man, Scarlet Witch, Wolverine, Bishop
New X-Men: +15% Max HP - Nightcrawler, Storm, Colossus, Wolverine, Sunfire, Bishop
Old School: +15% Max EP - Cyclops, Jean Grey, Iceman, Magneto, Toad, Prof X
Raven Knights: +60% tech bit drops - Iceman, Prof X, Iron Man, Deadpool
Special Ops: +5% damage - Bishop, Deadpool, Nightcrawler, Gambit
So, what are the best teams? Forces of Nature is a good team; you get two fliers, two bridge builders and the Leadership bonus. The only thing you don't get is a good tank, which can hurt in the early game. You also don't get a hugely useful team bonus.
You can mix-and-match either New X-Men or Old School for a varied team. The downside to New X-Men is the lack of a Brotherhood mutant while Old School, again, lacks a decent tank. Femme Fatale is another tank-less team with otherwise good variety and a regenerating team bonus--always nice.
The Age of Apocalypse is good for a melee-heavy party, but the bonus won't help much if you are using lots of ranged attacks. And, since you can't get the AoA skins until Act 3, you probably won't be using melee much by that point in the game. Brotherhood of Evil gives a nice selection of mutants and faster leveling, but no X-Men and Juggs and Toad are not likely to be high on many players' list of favorite mutants.
Most of the rest are too heavy in one area (e.g. Bruiser Brigade is all tanks) or not available until you've beat the game once. Once you have unlocked the three bonus characters, New Avengers, Heavy Metal and Special Ops look attractive.
================ D.22: Categories ================
Throughout this guide, references will be made to heroes by their abilities; for example, fliers refers to all characters with the Flight skill. Here are the categories used in this guide and the heroes that fit into that category:
D.22.a) Leader -------------- Characters with the Leadership skill: Cyclops, Magneto and Professor X
D.22.b) Flier ------------- Characters with the Flight skill: Iron Man, Jean Grey, Magneto, Rogue, Storm and Sunfire
D.22.c) Bridge Builder ---------------------- Characters that can build bridges at marked places on the map: Iceman, Jean Grey and Magneto
D.22.d) Tank ------------ Characters with lots of melee skills, the Might skill and typically high Body and Strike scores: Colossus, Iron Man, Juggernaut, Rogue, Sabretooth and Wolverine
D.22.e) Ranged -------------- Characters that have good beam or projectile powers: Bishop, Cyclops, Iceman, Iron Man, Jean Grey, Pyro, Scarlet Witch, Storm and Sunfire
D.22.f) Teleporter ------------------ Character that can teleport: Deadpool and Nightcrawler
D.22.g) X-Man ------------- Characters who are part of the X-Men: Bishop, Colossus, Cyclops, Gambit, Iceman, Iron Man*, Jean Grey, Nightcrawler, Professor X, Rogue, Storm, Sunfire and Wolverine. (*Iron Man is actually an Avenger, but, for the purposes of this game, he's part of the X-Men.)
D.22.h) Brotherhood ------------------- Characters who are part of the Brotherhood of Evil Mutants: Deadpool, Juggernaut, Magneto, Pyro, Sabretooth, Scarlet Witch and Toad.
/ \ /--MEN LEGENDS II----------------------------------------------------- \/ /\---Section E. ENEMIES-------------------------------------------------- / \ /
E.01: Abyss
E.02: Apocalypse
E.03: Archangel
E.04: Bastion
E.05: Deadpool
E.06: Grizzly
E.07: Holocaust
E.08: Lady Deathstrike
E.09: Living Monolith
E.10: Mikhail
E.11: Mr. Sinister
E.12: Omega Red
E.13: Sauron
E.14: Stryfe
E.15: Sugarman
E.16: Zealot
/ \ /--MEN LEGENDS II----------------------------------------------------- \/ /\---Section F. ITEM LISTS----------------------------------------------- / \ /
======================= F.01: Danger Room Discs =======================
Discs listed here are only those that are found during the course of gameplay. Discs that automatically show up in the Danger Room computer and discs that have to be purchased from Beast or Forge are not listed here.
* Setting 102 - Throwing: Cerci Caverns, third room
* Moves 103 - Triple Hit: One of the queen chambers in the Queens Lair
* Moves 104 - Throw: Same disc as 103
* Qualifying Exam 100: One of the "north" prisons in the Northern Plaza
* Challenge - Cyclops: Jungle Canal, right fork in path soon after entering area
* Assault 203: Nuwali Shrine, room "southwest" of the water-filled altar room
=================== F.02: Tech Stations ===================
Tech stations upgrade stats. There are 20 scattered throughout the game.
* Dead Zone: +2 Strike, first burned-out airship
* Desolate Mesa: +2 Focus, down left from radar array
* Cerci Burrows: +2 Speed, third room with drones
* Larvae Chambers: +10 Health, in room with second egg cluster
* Genosha Seawall: +10 Focus, central rooms just past dirigible
* Grand Hall: +2 Body, to right of entrance, destroy generator to get through force field
* Jungle Ruins: +20 Health, between the atmospheric generators
* Jungle Pass:
==================== F.03: Homing Beacons ====================
There are six homing beacons in each Act; however, you only need four. Once you've collected four, the remaining two are replaced with XP bonuses. When you have four, a secret Blink Portal opens in your home base. Go through the portal and defeat the enemies. In Acts 1 through 4, you collect a piece of Iron Man's armor. In Act 5, you rescue Iron Man and can then add him to your team.
F.03.a) Act 1 ------------- * Dead Zone: just past entrance to Cerci Caverns
* Cerci Caverns: side ledge to left of long bridge, requires flier or bridge builder
* Cerci Burrows: near the entrance to the Larvae Chambers
* Genosha Seawall: just past dirigible room, need Brotherhood mutant to open door to the right
* Southern Habitats: in unmapped hallway off hydroponics lab
* Northern Plaza: in Mr. Sinister's experiment room
F.03.b) Act 2 ------------- * Jungle Canal: second cave you travel through
* Jungle Ruins: on the main path next to a weapon cache
* Jungle Pass: take the right fork from the main path, then the left-hand cave entrance and get the homing beacon in the CaveCreations
* Nuwali Shrine: from the main entrance, go right and follow the path around, through some columns that need to pushed out of the way and past a tech station, then take the left-path when you reach a T and in the next room the beacon is on the floor near some broken stones
================ F.04: Data Discs ================
Collect four data discs and you get a bonus to your health or energy pack carrying capacity. There are twenty discs in all. * +2 energy packs for the first set of four data discs * +2 health packs for the second set of four data discs * +4 energy packs for the third set of four data discs * +4 health packs for the fourth set of four data discs * +6 health and +6 energy packs for the fifth set of four data discs
Data disc locations: * Barren Cliffs: under brush in area right before first Grizzly meeting
* Queens Lair: central platform in one of the queen's chambers, need flier or bridge builder
* Northern Plaza: under one of the first stairways
* Grand Hall: out in the open on the ground level
* Jungle Canal: first cave you travel through
=================== F.05: Weapon Caches ===================
* Barren Cliffs: After first meeting with Grizzly, go left and build two bridges to reach cache
* Grand Hall: near a fallen pillar opposite the Xtraction point
* Jungle Ruins: on the main path
* Jungle Pass: in a laster-bomb filled cave just before the Xtraction point
================= F.06: Comic Books =================
* Bishop: In Desolate Mesa, after destroying radar array, go down and left from main path
* Wolverine: Larvae Chambers, room with third egg cluster
* Colossus: Southern Habitats, side room near one of the prisons
* Toad: Jungle Ruins, behind an atmospheric generator
* Cyclops: Jungle Pass, in a ruined temple along the left fork from the beginning path
================== F.07: Sketch Books ==================
Sketch books unlock concept art. There are 16 sketch books and each one unlocks three pieces of concept art.
* Dead Zone, Dead Zone Enemy, Magneto: Desolate Mesa, down left from the radar array
* Insect Tunnels, Insect Tunnels Enemy, Nightcrawler: Cerci Burrows, in one of the rooms with drones
* Genosha, Genosha Enemy, Iceman: Grand Hall, on an upper platform, need a flier to get it
* Jungle, Jungle Enemy, Jean Grey: Jungle Pass, in cave between Xtraction point and boss fight with Sauron
/ \ /--MEN LEGENDS II----------------------------------------------------- \/ /\---Section G. DANGER ROOM COURSES-------------------------------------- / \ /
n/a for Location of a Danger Room disc indicates the course is automatically available. Buy for Location means the disc must be purchased from Beast or Forge. Awards stack; e.g. if you beat the Vibranium Award requirement, you also receive the Titanium Award and Adamantium Award.
If you beat all the courses, you will unlock Professor X as a playable character.
====================== G.01: Freshman Courses ======================
G.01.a) Setting 101 - Hidden Goods ---------------------------------- Location: n/a Objectives: * Destroy all crates * Complete within 1:30
Titanium Award (beat the course): 200 XP Adamantium Award (within 0:45): +1 Strike Vibranium Award (within 0:30): An item
Recommended Team: * Any single hero, one with Might or a Beam power works best
Smash the marked crates. It's easier to finish in less than 30 seconds if you use a ranged fighter.
G.01.b) Setting 102 - Throwing ------------------------------ Location: Cerci Caverns, third room Objectives: * Execute a pickup-and-throw move five times * Complete within 1:30
Titanium Award (beat the course): 300 XP Adamantium Award (within 0:45): +1 Speed Vibranium Award (within 0:30): An item
Recommended Team: * Any single hero, the faster the better
Pick up items with Use and throw them with Use. Just grab any crates or barrels lying around.
G.01.c) Moves 103 - Triple Hit ------------------------------ Location: Queen's Lair, chamber where you first meet Zealot Objectives: * Strike enemies with the Triple Hit 5 times * Complete within 1:30
Titanium Award (beat the course): 450 XP Adamantium Award (within 1:00): +1 Strike Vibranium Award (within 0:45): An item
Recommended Team: * Any single hero, a tank works best
Use Attack, Attack, Attack for the Triple Hit. Don't spend a lot of time running around looking for enemies, they'll spawn on top of you.
G.01.d) Moves 104 - Throw ------------------------- Location: Queen's Lair, chamber where you first meet Zealot Objectives: * Execute throwing an enemy 5 times * Complete within 1:00
Titanium Award (beat the course): 600 XP Adamantium Award (within 0:45): +1 Body Vibranium Award (within 0:30): An item
Recommended Team: * Any single hero, a tank works best
Press Use while standing near an enemy to pick him/her/it up. Press Use again to throw the enemy. Don't spend a lot of time running around looking for enemies, they'll spawn on top of you.
G.01.e) Teamwork 105 -------------------- Location: Buy, 160 tech bits Objectives: * Defeat 10 enemies * Call for help from allies five times * Complete within 3:00
Titanium Award (beat the course): 750 XP Adamantium Award (within 1:15): +1 Focus Vibranium Award (within 0:45): An item
Recommended Team: * Any
This is real simple. Just lay into the enemies that spawn and spam your Call Allies button. You should be able to complete the course in less than 30 seconds.
G.01.f) Moves 106 - Knockback ----------------------------- Location: Buy, 250 tech bits Objectives: * Strike enemies with the knockback attack 10 times * Complete within 2:00
Titanium Award (beat the course): 1000 XP Adamantium Award (within 1:30): +1 Body Vibranium Award (within 1:00): An item
Recommended Team: * Any single hero, a non-tank works best
The knockback attack is Attack, Smash, Smash, Smash. A non-melee oriented character works best. A tank is likely to knock enemies away with the first or second Smash and make completing the combo difficult.
G.01.g) Combined Powers 107 --------------------------- Location: Buy, 360 tech bits Objectives: * Execute 10 power combinations * Complete within 3:00
Titanium Award (beat the course): 1250 XP Adamantium Award (within 2:30): +1 Speed Vibranium Award (within 2:00): An item
Recommended Team: * Whatever team works best for you hitting power combos (see more below)
There's no getting around it: hitting power combos in XML2 is a lot harder than in XML1. First, the margin of error--the time you have between when the two powers hit--has been reduced. Second, the AI won't always use the power you assign to AI Skill, so it's not as reliable. Third, the variety of mutants makes finding good combinations harder. That said, here are some powers that work well for causing Power Combos:
* Magneto's Magnetic Shell * Storm's Blizzard * Iceman's Slow Beam and Freeze Beam * Scarlet Witch's Hex Bolt
Beating the Combined Powers courses in XML2 takes a lot more work and experimentation than in XML1. Another possibility is to use a tank with Might to pick enemies up and hurl them into the rest of the team, which almost always causes a Batter Up! combo.
If you're having a lot of trouble with it, wait until you level up some more and increase your skill ranks. Power combos generally get easier to hit as your skills increase in rank. But, don't wait too long for this first combined powers course. If you get to the point you can one-shot kill the enemies in this course, it will be almost impossible to beat it.
G.01.h) Moves 108 - Stun ------------------------ Location: Buy, 490 tech bits Objectives: * Strike enemies with the stunning blow 10 times * Complete within 2:00
Titanium Award (beat the course): 1500 XP Adamantium Award (within 1:30): +1 Focus Vibranium Award (within 1:00): An item
Recommended Team: * Any single hero, a fast-moving non-tank works best
The stunning blow is Smash, Attack, Smash, Smash. A non-melee oriented character works best. A tank is likely to knock enemies away with the first Smash and make completing the combo difficult. Also, you'll have to chase enemies down in this course, so having a fast-moving hero gives you a better chance at the Vibranium Award.
G.01.i) Qualifying Exam 100 --------------------------- Location: Northern Plaza of Genosha, in one of the prisons from which you free mutants Objectives: * Fight Lady Deathstrike
Titanium Award (beat the course): unlock the next grade and 3000 XP Adamantium Award (within 5:00): +1 Focus Vibranium Award (within 3:00): Free talent (skill) point
Recommended Team: * Same team you used in boss fight against Lady Deathstrike, unless you bribed her--in which case you'll want Wolverine, Iceman and two other ranged attackers.
This is a repeat of your boss fight against Lady Deathstrike, except she won't regenerate. You should be able to easily beat her down in less than three minutes.
|