****************************************************************************** * X-Men Legends 2 * * Full Walkthrough * * Playstation 2 version * * Version 1.02 * * December 20, 2006 * * Marshall Stieler * * m s t i e l e r 8 4 8 0 @ a i m . c o m * ****************************************************************************** Table of Contents: Code Title ITTG Introduction to the guide WLKTHR Walkthrough A1 Act 1, Collectibles A1MPOG Military Prison Outpost, Greenland I1TS Interlude 1: The Sanctuary (Xtraction Point) A1TDZ The Dead Zone (Xtraction Point) A1CC Cerci Caverns A1BC Barren Cliffs (Xtraction Point) A1DM Desolate Mesa A1CB Cerci Burrows A1LC Larvae Chambers (Xtraction Point) A1QL Queen's Lair (Xtraction Point) A1GS Genosha Seawall A1SH Southern Habitats (Xtraction Point) A1NP Northern Plaza A1GH Grand Hall (Xtraction Point) A1GC Genosha Council I2TS Interlude 2: The Sanctuary (Xtraction Point) A1SBA Act 1's Secret Bonus Area A2 Act 2, Collectibles I3A Interlude 3: Avalon (Xtraction Point) A2JC Jungle Canal I4A Interlude 4: Avalon (Xtraction Point) A2JR Jungle Ruins (Xtraction Point) A2JP Junlge Pass (Xtraction Point) A2NS Nuwali Shrine A2NC Nuwali Corridors (Xtraction Point) A2NG Nuwali Gateway (Xtraction Point) A2BS Betonder's Sanctum (Xtraction Point) A2ET Elemental Tomb (Xtraction Point) A2MW Mikhail's Warship A2SBA Act 2's Secret Bonus Area A3 Act 3, Collectibles I5WXF Interlude 5: Weapon X Facility (Xtraction Point) A3CI Core Interior A3CS Core Security (Xtraction Point) A3CR Core Reactor (Xtraction Point) A3CC Core Control A3FA Factory Entrance (Xtraction Point) A3IE Infinite Engineering A3GP Genetic Processing A3MFC Mutant Fusion Core A3AF Assembly Factory (Xtraction Point) A3CP Central Processing I6WXF Interlude 6: Weapon X Facility (Xtraction Point) A3MA Madri Antechamber A3HOK Hall of Knowledge (Xtraction Point) A3MCL Madri Cloisters A3MCO Madri Conclave (Xtraction Point) A3MCH Meditation Chamber A3DS Divine Sanctuary A3MCI Monastic Citadel A3SBA Act 3's Secret Bonus Area A4 Act 4, Collectibles I7XM Interlude 7: X-Mansion (Xtraction Point) A4PP Perimeter Platforms A4RAP Radar Array Platforms A4CCP Command Center Platform A4SS Sewers South A4NYSS New York South Side (Xtraction Point) A4NYWS New York West Side A4NYNS New York North Side A4SW Sewers West A4HP Holding Pens (Xtraction Point) A4S Stockade A4BT Brain Trust A4SN Sewers North A4TP The Pantheon (Xtraction Point) A4TE Tower Engineering A4SL Sinister's Lab (Xtraction Point) A4TA Tower Apex A4SBA Act 4's Secret Bonus Area A5 Act 5, Collectibles I8TC Interlude 8: Teleport Chamber (Xtraction Point) A5RM Ra's Mouth A5AL Ancient Labyrinth A5TOA Temple of Anubis A5TOS Temple of Sekhmet A5HOTD Hall of the Head A5VOTA Vault of the Ages SKL Skills Key SKLBIS Bishop SKLCOL Colossus SKLCYC Cyclops SKLBDP Deadpool* SKLGAM Gambit SKLICE Iceman SKLBIM Iron Man* SKLJUG Juggernaut SKLMAG Magneto SKLNIG Nightcrawler SKLJEA Phoenix (Jean Grey) SKLBPX Professor X* SKLROG Rogue SKLSCA Scarlet Witch SKLSTO Storm SKLSUN Sunfire SKLTOA Toad SKLWOL Wolverine ITM Items Key ITMBLT Belts ITMGLV Gloves ITMARM Armors ITMPRE Prefixes ITMSUF Suffixes TTG The Trivia Game Intro A1TTG Act 1 Trivia Game answers A2TTG Act 2 Trivia Game answers A3TTG Act 3 Trivia Game answers A4TTG Act 4 Trivia Game answers A5TTG Act 5 Trivia Game answers DRC Danger Room Computer Courses DRC1 Freshman Course DRC2 Sophomore Course DRC3 Junior Course DRC4 Senior Course DRC5 X-Man Course DRC6 Legend Course UNLOCK Unlockables COST Costumes VERHIS Version History NXTVER Next versions THNX Thanks LGLBS Legal ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ INTRODUCTION TO THE GUIDE (ITTG) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Well, here it is: the promised FULL GUIDE. Well, as full as I can do; it's not like I can publish this damn thing. As far as I know, aside from the full item prefix/suffix range, this guide should be 100% complete. Unless something major comes up (big mistake, etc.), there are no updates planned. Also, this guide, as stated at the top, is for the PS2 version. If you have a question about something strange, and are playing on a different system, check on the GameFaqs message boards for that system's board for the game. I don't have the XBox/GameCube/PC/PSP version, so I can't troubleshoot for you. If you have a question about the PS2 version, I can most likely help you. Those of you wondering why my email address is all funny looking is that some people think it's nice to send me viruses. For some reason, I don't think this way. So, for those of you who'd like to send me mail, just remove all the spaces, and mail away. Also, the Code feature. This will be throughout the guide. What yuo can do is use CTRL+F, then type in the Code listing to go directly there. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ WALKTHROUGH (WLKTHR) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Act 1: (A1) Hidden Stuff: 3 Comic Books, 9 Concept Art in 3 Sketch Books, 4 Homing Beacons, 4 Data Discs, 6 Tech Stations, 1 Iron Man Armor, 2 Weapon Caches, 4 Danger Room Discs ------------------------------------------------------------------------------ Military Prison Outpost, Greenland (A1MPOG) Available characters: Magneto, Wolverine, Cyclops, Storm Objectives: none What a team to start off with, huh? Well, head the only direction you can go to find your first game tip: GAME TIP #1: Press + to choose which of your teammates will become the active hero. Example: Left-Wolverine; Right-Cyclops; Down-Storm; Up-Magneto (then again, if you've played XML 1, this is all stuff you know) Continue on for tip #2: GAME TIP #2: Press X for a Normal Attack, and O for a Heavy attack. You can Chain attacks together for combos. Example: XXO - Pop-up attack Only one door out of here is functioning. Head that way for tip #3: GAME TIP #3: HULK SMASH BARREL! HULK FIND STUFF! (but seriously, sometimes stuff is hidden in breakable things. Guess how you get to them?) Keep going on, and Mystique and Sabretooth will be separated from you, and you'll get to fight some generic enemies. Um, might I suggest X and O? Continue On. GAME TIP #4: When you get hit, your health goes down (well, DUH!). Press L1 to use a Health Pack. GAME TIP #5: When you hold R2, press a button to use a Mutant Power. This drains EP. Press R1 to use an Energy Pack to fill it back up. In the next room, a cutscene shows a bunch of those generic soldiers coming to get you. OH NO! NOT GENERIC SOLDIERS! But after them, you get your first "Boss" fight against some Genetically-enhanced jackass. Ooh, you're genetically enhanced. Mutants come that way, dumbass, so you're nothing new here! He should drop you an item, as well. GAME TIP #6: Use you mutant powers to solve Blue X puzzles (try using Magneto's Levitation) Use Levitation on the Blue X (hold R2, then hit the button for Levitation) to get at the nifty Health and Energy Packs. Move along down the corridor for GAME TIP #7: Use ranged attacks to blow stuff up safely Use Cyclops' Optic Beam or Storm's Lightning Strike to hit the mines from a distance, so they don't blow you up. There's two to deal with before the next room. Open the door for GAME TIP #8: The automap is your friend. Click R3 to cycle it's various forms There's various destructibles in this room, so go at them for money, Health Packs and Energy Packs. Open the next door for an ambush by some more silly little generics. The next rom hold one of my favorite things from XML1: destructible walls. What's more fun than getting to bust your way in to the next room? Oh, and another of those Genetic-enhanced guys, too. Go through either wall, they both lead to the same area. Though by going through the door, you'll get blasted by guns which is GAME TIP #9: If there's something in your way, there's probably a way around it So, by going through the wall in the previous room, you get a few enemy kills, along with a Genetic-Enhanced guy, and the back route to the guns, which you can then blow up. The way to the next portion is just past the truck, out into the snow. ------------------------------------------------------------------------------ Interlude 1: The Sanctuary (I1TS) Welcome to your base of operations. Prof. X gives you the lowdown on what's going on lately. You finally have objectives! Objectives: In the Blink of an Eye- A Young Genoshan mutant named Blink is lost in the Dead Zone. Locate her and ensure her safety. Step 1: Talk to [Sabretooth] in the {Sanctuary} Step 2: Rescue [Blink] in the {Dead Zone} Into the Void- A Horseman of Apocalypse named Abyss controls all of Genosha. Defeat him and free the city. Wandering around The Sanctuary, we find: Xtraction Point: Used to Save, Load, and travel the world. The Trivia Game: Anyone who used my XML1 guide knows I posted all the answers to the Trivia Game. You won't be let down here. Though, since the questions are broken up by act, I'll have a separate section for them later in the guide. Just use this keyword (TTGA1) to find the answers. Mission Computer: Once you actually GET missions, you'll be able to check out briefings here. I'll refer to it in the walkthrough as MC. Danger Room Computer: Again, anyone who used my XML1 guide knows I mapped out all the Danger Room stuff, too, so check later in the guide (keyword: DRC) for info. Beast: The man with the items. He's got damn near everything you could want, from extra Health and Energy Packs, to equipment for you, to Danger Room Discs, and of course, the good old Grab Bag. Review Computer: The same as the Review screen at the Title screen. Lets you see everything you've unlocked so far. Hero Stash: Anyone who's played Diablo 2 knows what this is. Store anything you want but don't need this instant here. Okay, now on with the game. Head past Prof. X, up the little path, following the yellow ! on the map to get to Sabretooth. Go through his conversation prompts, and you'll see a small scene with Prof. X and the MC, then another with the team. You can go back to the MC for a review of the missions. The only one available now is "Locating Blink". Well, DUH, it's the only mission you've started officially yet. It replays the cutscene you saw (in case you hit Start or whatever to skip it, or just want to see it again). Use the Xtraction Point to save, then proceed out the gate next to Sabretooth, and on to the Dead Zone ------------------------------------------------------------------------------ The Dead Zone (A1TDZ) Suggested characters: Iceman Objectives: Current Objectives In the Blink of an Eye Step 2: Rescue [Blink] in the {Dead Zone} Gained Objectives: Hacker's Delight- A security code is required to enter Genosha. Search for the code in the downed aircraft in the Dead Zone. Step 1: Find a [Security Code Module] in the {Desolate Mesa} Step 2: Find a [Security Code Module] in the {Barren Cliffs} Step 3: Find a [Security Code Module] in the {Cerci Caverns} Optional Objectives: A Radar Array- Locate and destroy the [Radar Array] in {Desolate Mesa} You see some bug creatures dragging off someone in green. Those of you who can read your objectives can guess it's Blink. Right next to your starting point is GAME TIP #10: Use mutant powers to extinguish fires Iceman can accomplish this for you. A little further along is a bridge point along with GAME TIP #11: Use mutant powers to build bridges Guess what? Iceman can do this too. There are a few others who can as well. If an ability can build bridges, it's listed in it's abilities. You can build a bridge here to get down to a few bugs. If you lack someone who can build a bridge, there's a pathway down a little further. Between the bridge point exit and the pathway down is a fire, extinguish it and break the crates for some Techbits and Potions. Follow the path up, fighting the bugs as they come, and off near the lower area is some burning wreckage with Tech Station Striking (A1TS01). These Tech Stations give whoever uses them a permanent bonus to the stat is says. So use them for whomever. This one's good for +2 Strike. Head down the path next to the wreckage for a cutscene. Looks like we have to face off against a special bug to save Blink. Afterwards, talk to Blink, who's lying down on the job. Go through her conversations, then she creates a portal to the next island. This also activates the Blink Portal selection on the pause screen. You have to wait 5 minutes each time after using it to use it again. Also, looks like we've got a few more objectives to complete now. Along with an Xtraction Point and GAME TIP #12: Use Xtraction Points to save the game and change your team. Head along the path, and it you're watching your Automap, you'll see the icon for an exit on it, but no apparent exit. Well, as you walk along, it'll break out under your feet, taking you to Cerci Cavern. Head there if you want, but I'm going to continue on with more of the Dead Zone. Continue along, flying over the entrance to Cerci Caverns if you need to. At the end of the level is a flashing red thing. This is a Homing Beacon, needed to get Iron Man. There are four needed in each Act, leaving three to be found (A1HB1), though there are a total of six in Act 1, just in case . Head back to the Cerci Caverns entrance. ------------------------------------------------------------------------------ Cerci Caverns (A1CC) Suggested characters: Someone who can build bridges Objectives: Current Objectives Hacker's Delight- A security code is required to enter Genosha. Search for the code in the downed aircraft in the Dead Zone. Step 1: Find a [Security Code Module] in the {Cerci Caverns} Step 2: Find a [Security Code Module] in the {Barren Cliffs} Step 3: Find a [Security Code Module] in the {Desolate Mesa} Optional Objectives: A Radar Array- Locate and destroy the [Radar Array] in {Desolate Mesa} Follow along the path, and a small cutscene pops up, about the bugs we've been fighting. Keep along to the red X, and in the large cavern is GAME TIP #13: Sometimes, you must HULK SMASH! walls to continue You can use the Flight Recorder opposite the Game Tip for some Black Box action. Head to the red X to grab the Security Codes. Now that the path's blocked, HULK SMASH the little window-wall looking thing next to the Game Tip to continue. Follow along the path, and in the middle of the path is a Danger Room Disc for Setting 102-Throwing (DRC102). Pick it up, and move along. You'll eventually get to a wide-open cavern, with a fork in the middle. Off the side fork is GAME TIP #14: To fly, press Triangle twice. Once flying, press Triangle to go up and Square to go down So they tell you you can fly to the platform, or use the little blue X and make a bridge. Head over and pick up the Beacon (A1HB2). Head back, and go down the other fork. Follow along the path, and in another large open area (this time not suspended over a bottomless pit) there is another Flight Recorder. Outside this area are a few altered bugs, along with the entrance to Barren Cliffs. ------------------------------------------------------------------------------ Barren Cliffs (A1BC) Suggested characters: Someone who can build bridges Objectives: Current Objectives Hacker's Delight- A security code is required to enter Genosha. Search for the code in the downed aircraft in the Dead Zone. Step 2: Find a [Security Code Module] in the {Barren Cliffs} Step 3: Find a [Security Code Module] in the {Desolate Mesa} Optional Objectives: A Radar Array- Locate and destroy the [Radar Array] in {Desolate Mesa} From where you come out of Cerci Caverns, head out on the pathway and around the wreckage so you're kind of going in a U. You'll see more bugs (and fight some soldiers) and if you look closely, you'll see a little red spinning thing in a bush near the edge. This is a Data Disc (A1DD1). Collect four of these and you'll be able to carry more Health or Energy Packs. Afterwards, head back to the curve of the U to go further. Cross the bridge that's made of wreckage and boulders. Meet Grizzly, and his "robot buddies". Dispose of the buddies, and head out after Grizzly. Just past him is more wreckage. Turn at the wreckage and head along. You'll find a blue X spot to make a bridge. Do so, then follow along for another blue X bridge. At the top of this is a Weapon Cache (A1WC01). These nifty little boxes pop out all sorts of stuff, from Health and Energy Packs to Techbits to items. Collect what's coming to you, then head back to the wreckage that was past Grizzly. You'll find a red X (on the map). Head to the X for the Security Code Module. Keep going, and you'll find a long trench carved in the ground. On one side is a Black Box Recorder, with a message from Magneto. You'd expect him to say something about it if you're listening to it with him in the party, though. Head along the side without the recorder, and you'll spot another red X on the map. Well, isn't that just nice of him? Go past the flaming bit, since we saw in the cutscene they want us to go there. Hey, look! An Xtraction Point! GAME TIP#15: Use Xtraction Points to go to any other Xtraction Point you've been to by selecting Xtract from the Xtraction Point screen Well, as of now there's nothing to do by Xtracting other than saving, so move on. There's another Black Box near you, and past the covered tunnel type thing, up in the wreckage, is the control box for the flaming bit, along with another Black Box. Blow up the control box to stop the flame, and on to Desolate Mesa. ------------------------------------------------------------------------------ Desolate Mesa (A1DM) Objectives: Current Objectives Hacker's Delight- A security code is required to enter Genosha. Search for the code in the downed aircraft in the Dead Zone. Step 3: Find a [Security Code Module] in the {Desolate Mesa} Optional Objectives: A Radar Array- Locate and destroy the [Radar Array] in {Desolate Mesa} Well, just ahead of you is the Radar Array for the optional objective, so blast it for some extra XP. Go past there for more wreckage-that-just- happened-to-fall-where-a-bridge-is-needed. There's another Black Box next to it. Go past the wreckage for a virtual plethora of collectibles: a Tech Station-Focus (A1TS02), Comic Book (A1CB01), and Sketchbook (A1SB01). Oh, and another Black Box. Head back up the wreckage. Up in some more wreckage is another Black Box. Head around either side and you'll meet back up with Grizzly. Looks like he's cornered, so go ahead and whup on him. After he falls, pick up the Security Device. Afterward, Prof. X will talk to you, telling you to come back. So, use a Blink portal or go back to Barren Cliffs and use the Xtraction Point. Though, I'd suggest the latter, so you can go to the Cerci Burrows, located next to the Point. Tough if you do go back, you can have a chat with Angel, though you can do that anytime after you get his prompt. ------------------------------------------------------------------------------ Cerci Burrows (A1CB) Objectives: Gained Objectives: Optional Objectives: Defeat [Insect Drones] in the {Cerci Burrows}- 12 Insect Drones to defeat Head along the pathway, and you'll start seeing red Xs. You'll see that they are your optional objective (well, part of it). Go ahead and kill them off, then head out the side of the cavern. Shortly after, you'll see your next set of two Drones. Continue along the pathway, and in the next room with Drones, there's a Tech Station Speed (A1TS03). Head out for another pair of Drones, and a fork in the path. If you consider the room we just came out of as South, head East. You'll get two more Drones, along with a Sketchbook (A1SB02). Head back to the fork and go West (again, going off of the earlier room with the hole in it as South). Keep going, and we'll reach a room with some wreckage in it, as well as the last two Drones. For killing them all, you get a Homing Beacon (A1HB3). At the end of this large room is the entrance to the Larvae Chambers ------------------------------------------------------------------------------ Larvae Chambers (A1LC) Objectives: Gained Objectives: Optional Objectives: Destroy [Egg Clusters] in the {Larvae Chambers} 4 Clusters to destroy Head on through to the first big room. The Egg Clusters they want us to destroy are the green ones, though it can't hurt blasting the yellow ones, too. The first Egg Cluster is in this room. There's a long, winding pathway leading to a fork. Follow the waterlogged branch of the fork to get to the second Egg Cluster. Keep following the path around the big hole to find Tech Station Health (A1TS04). Keep following the path around and we get back to the other branch of the fork. Though we've already been there, so go on down the other path. Bust out the door, and at the end of this room is a Comic Book (A1CB02). Break out another door and head through. Follow the path along, and you'll get to and Xtraction Point. Go ahead and save, then continue on. The final Egg Cluster's out this way, along with the entrance to the Queen's Lair. ------------------------------------------------------------------------------ Queen's Lair (A1QL) Suggested characters: Someone who can build bridges Objectives: Gained Objectives: Infiltration- Step 1: Defeat [Zealot] Step 2: Find the buried [Genosha Entrance] in the {Queen's Lair} Optional Objectives: Destroy the [Cerci Queens] in the {Queen's Lair} 3 Queens to destroy Well, follow along for a talk with Angel. Then follow along for another chat, this time with some Zealot Minions. They'll explain what's going on, and then you'll stomp them into the ground. Head past them for a fork. If we figure the room we came out of is South, head West. Blast the rubble to open the way to a large room, with a Cerci Queen at one end. Kill her, and you'll see the blue X spot for a bridge. Make one, and on the platform it goes to, there's a Data Disc (A1DD2). Pick it up, then head back to the fork and head East. Go around the corner for a big room. Keep following the "southern" wall, and on to a smaller room, containing Zealot and a bug. Have a chat with him. You'll be left to fight a Cerci Queen. Dispatch her and pick up the Danger Room Disc behind her, containing both Moves 103 - Triple Hit (DRC103) and Moves 104 - Throw (DRC104). Now head back the way you came, plowing through the Zealot Minions and blast the rubble behind them to go through, back to the large room you were just in. Head out the top of this room, and break down another door, as well as the last Cerci Queen and another appearance by Zealot. Kill the Queen, and proceed to the next room, with an Xtraction Point. I'd suggest saving, as there's a boss fight nearby. Guess who: Zealot! After you've stomped him to the ground, keep going down the open area through another doorway, and your next objective is complete. Go ahead and use the Old Console, opening the way to the Genosha Seawall. Also, this gives you another prompt for a mission briefing, so feel free to head back to base for that. ------------------------------------------------------------------------------ Genosha Seawall (A1GS) Suggested characters: At least one Brotherhood character (Magneto, Juggernaut, Toad), a flyer, and someone with Might level 2. Objectives: Gained Objectives: Jailbreak- Step 1: Disable the [Dirigible Moorings] in the {Genosha Seawall}, 8 total Step 2: Help [Mutant Prisoners] escape in the {Southern Habitats}, 11 total Step 3: Help [Mutant Prisoners] escape in the {Northern Plaza}, 6 total Under Pressure- Step 1: Defuse all Bombs on the [Genosha Seawall] by destroying the {Detonators}, 2 total Optional Objectives: Help Blob repair the cracked [Genosha Seawall] before all of Genosha is flooded Okay, head through the door ahead of you to get some objectives. Straight ahead of you are two Moorings. Bust them up, and there's only six left. If you look at your map, you'll see all six right there. I suggest a clockwise path around the place. After you bust all eight Moorings, Varese (the guy who gave you the job) tells you he's set to go. So we are, too. Head up out the other side's steps. From where you enter, head counterclockwise (most likely to the right) and fight through some soldiers and demons to get to a Security Console. Bust out your Brotherhood mutant to open the door for a Homing Beacon (A1HB4), and a bonus Blink portal when you go back. You might want to hold off, though, since the enemies there will beat you silly. Anyways, it's not really necessary to go there until you have four of them opened, since only then can you get all the Iron Man Armor parts and then collect Iron Man. But I'm getting ahead of myself. Head back out, and continue exploring. If you keep going counterclockwise down the hall, and in the second door on your left, then through the room, you'll wind up in a room kind of shaped like a plus sign. In the room off the far end of the room (from where we came in) is a Tech Station Energy (A1TS05). Off of another point of the plus sign room is a room with Blob in it. He gives you another Objective, so feel free to help out. It's not like you're doing anything else, and plus, the Objective points are in the room you're in now! Well, they're up top of the room you're in now. Use a flyer to get up there, then beat on the detonators. Once this is done, an Optional Objective pops up. To accomplish this, use your Might character and go to the big thing in front of Blob, and press square. Now, you get to fight alongside Blob against some soldiers and demons. Now, consider the wall that was behind Blob as north. Head out the west exit, and follow the hallway to the south. Go out the west door, and the exit to the Southern Habitats (and lose a few tons while you're at it). ------------------------------------------------------------------------------ Southern Habitats (A1SH) Suggested characters: Magneto/Jean Grey Objectives: Current Objectives: Jailbreak- Step 2: Help [Mutant Prisoners] escape in the {Southern Habitats}, 11 total Step 3: Help [Mutant Prisoners] escape in the {Northern Plaza}, 6 total Well, first things first is to whomp on Lady Deathstrike. Go figure. Once you're done there, continue past to get to an Xtraction Point and the entrance to the Northern Plaza. Don't go there yet, as we have unfinished business here. Considering the Northern Plaza entrance as north and the Genosha Seawall entrance as south, I'm starting off by going west. Beat on the soldiers and hounds, then head through the (off the previous directions) north door. Go down either side of the corridor to get to a very large room, with a recessed area. Two Prisoners are down there, but it's kind of hostile right now. Kill off all the enemies around, then head up along the paths above the Prisoners. Bust out the glass to get to a small area with two consoles, and some soldiers. Kill the consoles, then use the soldiers.... Wait, reverse that: kill the SOLDIERS, then use the CONSOLES. Head back in to the recessed room, and talk to the two, now freed, Prisoners. Head back to the room just off the big room you fought Lady Deathstrike. Open the door here, and head through. Head along either side, then out to the next room. Talk to the Prisoner here, Caleb-Bann. He opens up a door for you (I believe the XP I found here are replaced by a Homing Beacon if you've not collected 4 by this point; can someone confirm this?). Follow along this area that's not on the map, to another door. There's a few energy doors here, along with a center room with a Console. Um, push the button, maybe? This opens up the energy doors for three more prisoners. Now head back out, across the room you fought Lady Deathstrike, to another room, setup like the one we just came from. Now, you can't get to the control boxes here, so bust out Magneto or Jean Grey and use Levitation or Telekinesis to operate both of them. Both of them lead to essentially the same thing (three prisoners, a control box, and some soldiers and hounds) but the one (again, going by the Northern Plaza entrance as north and the Genosha Seawall entrance as south) to the north has a Comic Book (A1CB03) in the room farthest to the east. Rescue all the Prisoners in each area, and your eleven Prisoner goal is accomplished. Now you can head back to the Northern Plaza entrance and head through, though you might want to save the game at the Xtraction Point. ------------------------------------------------------------------------------ Northern Plaza (A1NP) Objectives: Current Objectives: Jailbreak- Step 3: Help [Mutant Prisoners] escape in the {Northern Plaza}, 6 total Gained Objectives: Jailbreak- Step 4: Speak with [Blink] in the {Sanctuary} Head on down to the lower floor, wiping it with the hounds. Under one of the staircases is a Data Disc (A1DD3). Okay, all the directions I'll give here are based off of the Southern Habitats entrance as being south. Head up the northwestern stairs. Head off to the west, and at the end of the corridor is a room containing two Prisoners. Break down their cell walls and free them. Head back towards the Southern Habitats entrance and go up the northeast stairs. You'll find the setup here to be much like the one you just came from, so do the same, just mirrored. Head back out towards the Southern Habitats entrance, but stay on the top level. Over in the western-most door, there's a Prisoner, along with a Danger Room Disc (DRC100). There's also a console here to listen to Mr. Sinister's lab notes. In the second eastern-most corridor (one that's still heading straight north) is the sixth Prisoner. This updates your Objectives. Head back out and go in the farthest east corridor (the diagonal one). Hey, it's Mr. Sinister! Where you goin'? Damn. At least he left behind some XP (or a Homing Beacon, if you STILL haven't collected four by now). Be nice and bust out the two mutants that are trapped by Sinister's machinery (the two things that kind of look like what Mr. Sinister left by). Now head back out and head up the center straight corridor (the only one we haven't gone down yet). Down the hall here are some hounds, and the entrance to the Grand Hall. Feel free to head back and talk with anybody and everybody back at base, though, since talking to Blink IS one of your Objectives. ------------------------------------------------------------------------------ Grand Hall (A1GH) Objectives: Gained Objectives: Optional Objectives: Save Pyro- Save [Pyro] from the torture device in the {Grand Hall} Look at that! Right off the bat here is GAME TIP #16: Stronger characters can throw people by pressing square and using the left analog stick to direct the throw 'Kay, let's see: three doors, one with two red Xs behind it, one with a console next to it, and one open.... Let's go with the rex X door. It's Pyro! And he wants your help. Um, let's try destroying the things marked with red Xs (the generator-looking things). One door down, two to go. Let's go with the one that's already open (yes, I realize that helping Pyro opened the other one by the console, but that comes later...). Hey, isn't that just nifty! A Tech Station Body (A1TS06). Give it to someone who can use it. Okay, NOW let's go through the door the soldiers were kind enough to break down for us. There's a whole lot of action goin' on here, so be sure not to get lost. On the other side of the first collapsed pillar is a Data Disc (A1DD4). That makes a set, so you'll be able to hold more Energy Packs. On the last balcony on the west side (if the entrance to this room is south) is a Sketch Book (A1SB03). Just past the last balcony on the east side is a collapsed pillar. Between it and the east wall is another Weapon Cache (A1WC02). Head down to the end of the room, and there's an Xtraction Point. Save, then use the console next to the big door and wait for it to go down, then head to the Genosha Council. ------------------------------------------------------------------------------ Genosha Council (A1GC) Objectives: Gained Objectives: Into the Void- Step 1: Defeat [Abyss] Step 2: Speak with [Professor X] in the {Sanctuary} Well, Pyro's left you, and if the loading screen's any idea as to what's coming up, there's a good reason for him to leave. If you forgot to use the Xtraction Point in the Northern Plaza, they have this purple one here for your use. But oh, guess what? It only lets you change your team. Well, head on through the big door. Well, looks like the load screen was right. Big ole boss fight, versus Abyss. I'm a cheater, so I took him down with no problems. You, on the other hand, may not be a cheater, so you might need some help. As of version 1 of this walkthrough, no help here. Go check the boards or something. If people want to send in their strategies for boss fights, feel free, and they'll be added in in the next version. After you whomp on Abyss, he runs away. PANSY! Chase after him, then hop on the blimp. Now, you have to blast the blimp out of the sky. To accomplish this, you have to throw bombs at it. Kindly enough, Abyss tosses them at you. Just be sure to get out of the way when he does so, head over to the bomb, pick it up, and toss it at his blimp. After blasting his blimp out of the sky, he hops over to yours. Continue Abyss' beatdown. Now, he sucks you in to his chest's dimension. Kill off the critters, then arm the two bombs on the level you're currently on. Use the little tornado-looking thing to go to the other level, and arm the two bombs there. Congratulations. You've just survived your first full boss battle. Grizzly and Lady Deathstrike were just sub-bosses. Oh well, on to the Sanctuary! ------------------------------------------------------------------------------ Interlude 2: The Sanctuary (I2TS) Objectives: Current Objectives: Into the Void- Step 2: Speak with [Professor X] in the {Sanctuary} Well, while we're here, even if you're not high enough level to take on the enemies yet, let's go to the Secret Bonus Area opened by collecting four Homing Beacons. Once that's done, talk to Prof. X. ------------------------------------------------------------------------------ Secret Bonus Area (A1SBA) Objectives: none There's only a few things to do here: use the three Consoles, then pick up Ironman's Gauntlets. However, there are a few enemies standing in your way. There's one pair of enemies in front of each Console. There's also one big-ass Titan that pops out once you've used all three Consoles. If you can deal with all that, go ahead and pick up the Gauntlets. Now head back to the Sanctuary. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Act 2: (A2) Hidden Stuff: 4 Comic Books, 6 Concept Art in 2 Sketch Books, 4 Homing Beacons, 4 Data Discs, 6 Tech Stations, 1 Iron Man Armor, 5 Weapon Caches, 5 Danger Room Discs ------------------------------------------------------------------------------ Interlude 3: Avalon (I3A) Objectives: Gained Objectives: Certain Destiny- Destiny, a mutant with the power to foretell the future, is missing. Mystique may have information on her whereabouts. Step 1: Talk to [Pyro] Step 2: Find [Mystique] in the {Jungle Canal} Well, new environment, same setup. Only now it's Forge instead of Beast (for obvious reasons). Also, the Trivia Game is now opened up for Act 2 (TTGA2). If you have on other business (Danger Room, buying/selling items, etc.) head on down and talk to Pyro (he's in the little area just off the main circular part). Now head on out. ------------------------------------------------------------------------------ Jungle Canal (A2JC) Suggested characters: Someone with Flight Objectives: Current Objectives: Certain Destiny- Step 2: Find [Mystique] in the {Jungle Canal} Gained Objectives: Certain Destiny- Step 3: Defeat [Garokk] Step 4: Rescue [Destiny] in the {Jungle Canal} Step 5: Talk to [Mystique] in {Avalon} Look at that, another one! GAME TIP #17: Use R2 and the directional pad to cycle through your skills. Keep pressing the same direction to change the skill assigned to the button in the same spot (Up=Triangle, Right=O, Left=Square, Down=X) Head on up further. Well, that's one step down. Onward! Soon, we come to a circular area around a tree. Head around the tree for a Danger Room Disc (DRC2CC). Follow along the path, and if you watch your map, you'll see an exit icon there, but no exit. Walk over towards it, and the ground will break, opening the way to the Cave. Just waltz along the way, fighting the bugs that come at you, and you'll find a Data Disc (A2DD1). Break the rocks down that are nearby the Data Disc to open the exit from the Cave. Now, go over to the OTHER Cave entrance. Soon after entering, you'll come to a fork. Head down the part that doesn't have an exit icon to find a Homing Beacon (A2HB1) (this Act's ones are yellow, though this one looks green to me). Head down the other fork to exit the Cave. Team, meet Garokk. Garokk, meet team. Team, kill Garokk. Head on back using the Teleport Pad to take you back to the entrance of the Jungle Canal, then back to Avalon. ------------------------------------------------------------------------------ Interlude 4: Avalon (I4A) Objectives: Current Objectives: Certain Destiny- Step 5: Talk to [Mystique] in {Avalon} Gained Objectives: The New Ice Age- Stop Apocalypse's forces before they destroy the alien Atmospheric Generators and turn the Savage Land into an Antarctic Wasteland. Step 1: Protect the [Atmospheric Generators] in the {Jungle Ruins} In Avalon, there's a whole lot more people to talk to: Angel, Mystique, Destiny and Garokk, even. Talk to the lot of them, though Mystique will finish an Objective for you, and Angel will give you a new one. Now a half-naked due is standing near the other exit of Avalon: Ka-Zar. Head on out through the exit past him into the Jungle Ruins. ------------------------------------------------------------------------------ Jungle Ruins (A2JR) Objectives: Current Objectives: The New Ice Age- Step 1: Protect the [Atmospheric Generators] in the {Jungle Ruins} Gained Objectives: No Way In - No Way Out- Hidden deep within the Savage Land is an ancient Nuwali Monument. Beast may be located here. Find this ancient structure before all is lost. Step 1: Locate the Hidden Entrance to the Ancient Monument in the Jungle. Now why the game won't let you beat on the soldiers WHILE they're beating on the Generator, I don't know. But, that leaves us with two to protect. Head on down the path, and as it starts to curve, there's both a Weapon Cache (A2WC03) and another Homing Beacon (A2HB2). Head on up the path, and you'll see the next Generator, along with a Comic Book (A2CB04). You'll need to protect the Generator from the enemies that spawn nearby for a little while, then you get a message from Angel about the next Generator. Head on down the path once again. You'll find the next Generator here, along with a Tech Station Health (A2TS07). Angel will call again, saying they're attacking the other Generator again, so rush back and whup ass. Oh, and don't worry about using wide-range damage skills, they don't hurt anything you're supposed to protect. You're left with Petrovitch, along with some dialog choices. Clean up afterwards, picking up anything that might have been dropped, save back at the Xtraction Point, and proceed on to the Jungle Pass. ------------------------------------------------------------------------------ Jungle Pass (A2JP) Objectives: Current Objectives: No Way In - No Way Out- Step 1: Locate the Hidden Entrance to the Ancient Monument in the Jungle. Gained Objectives: No Way In - No Way Out- Step 2: Defeat [Sauron] to gain entrance into the Monument Follow the path along, and you'll come to a fork. Head down the right-hand side path, and you'll come to two Cave entrances. Head in the left-hand Cave, and along the path, you'll find a Homing Beacon (A2HB3). Continue along the path for the Cave exit. Head left out of the exit (while the exit's to your back) and you'll come to some ruins. Near the top of the ruins (i.e. not heading along the path) is a Comic Book (A2CB05). If you keep following the path, along the ruins, you'll get back to the original fork. So, go back past the Cave entrance and hop over the fallen log. This leads to the other Cave's exit, where some soldiers were planning an ambush. Emphasis on WERE. (Should you have come out this way instead of going through the left-hand Cave, the soldiers would have sprung a fence around you; just break the Generators nearby and blast the soldiers; you can also Levitate or Telekinesis a soldier into the fence to break it). Now that the whole branching path thing is over with (for now), head on down the unexplored path, and another Cave is visible. Head on in. Here are some laser tripwires. Try using a long range ability to blast the bits with the blue Xs over them. You'll eventually get to a Weapon Cache (A2WC04). Head on out the other Cave exit. Here, you'll find a Tech Station Speed (A3TS08). Head back through the Cave and to the Jungle Pass. Keep following the path along the direction you were heading before you got sidetracked (um, the bit of the map that you haven't got yet). Another Xtraction Point, and another Cave. Save at one, then head in the other. Shortly along the path, after dealing with some soldiers, is a Sketch Book (A2SB04). Keep heading down, and there's a Cave exit. Now is it me, or does Sauron sound like the Crypt Keeper from Tales from the Crypt? Whether he does or doesn't, whomp on him. After doing so, head up to the big door, and enter the Nuwali Shrine. ------------------------------------------------------------------------------ Nuwali Shrine (A2NS) Suggested Characters: someone with Might Objectives: Current Objectives: No Way In - No Way Out- Step 2: Defeat [Sauron] to gain entrance into the Monument Gained Objectives: Beyond the Threshold- Gain entrance to the Beyonder's Council by unlocking the ancient gateway that protects it. Step 1: Locate a [Mystic Stone] in the {Nuwali Shrine} Step 2: Locate a [Mystic Stone] in the {Nuwali Corridors} Step 3: Place the Mystic Stones in the Ancient Doorway Statues of the [Nuwali Gateway], 2 total Well, there's three ways you can head out from this first room. All the directions I'll give are that the entrance of the first room is south. Head through the east door. Follow the path around and you'll get to a small room with two statues you can push. Bust out your Might character and push both of them; a third becomes available for pushing, so do that, too. And the way is opened to.... A Tech Station Body (A2TS09). Once you use the Tech Station, the door nearby opens, so head through. Head down through the southern door and there's a Homing Beacon down towards the southeast corner (A2HB4). Follow the path around, and you'll come to a red X on the map, along with an arrow. Step on the panel the arrow's pointing on. From here, you can head out on the little balcony thing and drop down in the water, head out and pick up the Mystic Stone from the raised stone area. Oh, but wait, you sense a trap. Head through the southern door, and out through the door to the west (not the western door from the entrance room, but the western door from the room just off the "water room"). Down at the far end of this room is a Danger Room Disc (DRC203). Head through the northern door, and through the rooms. Head over to the red X/red arrow and step on the plate. The Mystic Stone is now safe for the taking, so do so from the "water room". Head back through to the entrance room, and head through the west door. There's some breakable bits just past the door; break them to find a Comic Book (A2CB06). The exit here goes to the Nuwali Corridors. ------------------------------------------------------------------------------ Nuwali Corridors (A2NC) Suggested character: someone with both Flight and Might. Rogue is the most likely, as the only other character with both is Iron Man, and on your first play through, you won't have him. Then again, you can use Jean Grey or Magneto, as long as their Telekinesis/Levitation can act as Might level 2. Objectives: Current Objectives: Beyond the Threshold- Step 2: Locate a [Mystic Stone] in the {Nuwali Corridors} Step 3: Place the Mystic Stones in the Ancient Doorway Statues of the [Nuwali Gateway], 2 total Gained Objectives: Tomb Raiders- Discover where the Vibranium is concealed within the Nuwali temple and return it to Ka-Zar before it can be used by the army of Apocalypse Step 1: Locate the Vibranium Idol Well, look at this! A Tech Station Energy (A2TS10) and Xtraction Point, all at the start! Someone must love us. Well, let's try heading down a passageway that DOESN'T start off going to something Nuwali (that would be to the south, since we came west into this room...). Well, this is a big ole room. Head up to the Mystic Stone, but you sense another trap (yay common sense!). So there's three exits out of this room. Head out to the east. Once you get to the end room (with the red X/arrow) there's a Comic Book (A2CB07). As you head in to touch the switch, many Guardians come out to try and make you into a sacrifice. Flip the tables on them. As you head out, look on your map. There's a room with seemingly no entrance (well, you can kind of look on the screen, too). Break down the wall for a room with a Weapon Cache (A2WC05), along with another breakable wall, this time with a Data Disc (A2DD2) behind it. Head back to the room with the Mystic Stone in it, and head through the western door. Uh oh, can't get across? Well, you could if you listened to me and brought along Rogue. Fly on down the corridor, avoiding the obstacles, and pick up the Sketch Book (A2SB05). Push the block out of the way, and trigger the Guardian Switch. No Guardians pop out, this time. Head back to the Mystic Stone, and pick it up (finally). Head out through the doorway to the south, and see the entrance for the Elemental Tomb. You're not going that way, yet (owned!). Head back to the room with the Xtraction Point, and out through the western doorway to the Nuwali Gateway. Yes, I know there was an entrance to the Nuwali Gateway from the Nuwali Shrine, but for what you need to accomplish there, you needed the Mystic Stone from here, first. Hey, if you don't like my guide, try making your own, dammit. ------------------------------------------------------------------------------ Nuwali Gateway (A2NG) Suggested character: someone with Might, someone with Flight (for ease in some areas) Objectives: Current Objectives: Beyond the Threshold- Step 3: Place the Mystic Stones in the Ancient Doorway Statues of the [Nuwali Gateway], 2 total Tomb Raiders- Step 9: Locate the Vibranium Idol Gained Objectives: Wow, right from the start, you're attacked. Try to stay in one area, since you'll have enemies coming from down the corridor and through the doorway that's just ahead of you when you enter. Head down the corridor, and you'll reach a room with little pathways of water. Try to stay on those little pathways, as stepping off near the big statues will get you a blast of fire. Follow along to the end room, where there are three exits (two doors and one breakable wall). Behind the breakable wall, there's a maze that pops up (though all the walls are easily destructible), with some XP (would be a Homing Beacon, if you haven't collected 4 by now). Head back, and through the door that's across from the wall you just broke through to get to this maze room. Have someone fly over to your left as you enter (past the two columns is a safe area to land) and there's a spot for a bridge to be built, so do so. Also nearby to the bridge area is a door you can head through to get to a spot that's not on the map. Inside is a Data Disc (A2DD3). This is a big ass room and it's quite good to have a flyer here, as they can just head around the borders. If you keep along the wall the "hidden room" was on, it will lead to where you would've come in if you'd came straight from the Nuwali Shrine. Keep heading around the edges and you'll get to another "landing area". If you break through the walls here (also through the walls on your right for a Danger Room Disc (DRC204)) you'll get back to the doorway that was across from you when you entered. So, let's head back to the big ass room and fly back to where we came in from. Just follow the pathway, making bridges as you go. The first bridge leads to a box with some Tech Bits on it, along with two Health and Energy