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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter X » X-Men Legends 2: Rise Of Apocalypse - Strategy Guide (Page 03)

X-Men Legends 2: Rise Of Apocalypse - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for X-Men Legends 2: Rise Of Apocalypse - Strategy Guide (Page 03).


C.02.b) Act 2
-------------
* Rogue and Mystique: Full VO conversation. Have Rogue in your party
  (does not have to be active) when you first leave Avalon and meet
  Mystique.


C.02.c) Act 3
-------------
* Guardian and Wolverine: Full VO conversation. Wolverine does not have
  to be the active character when you meet Guardian at the entrance to
  the Infinite Factory.


C.02.d) Act 4
-------------
* Colossus and Kitty Pryde: Full VO conversation. When at the X-Mansion,
  put Colossus on your team and make him the active character and then
  speak with Kitty Pryde (Shadowcat).

* Gambit and Sebastian Shaw: Full VO conversation. Have Gambit on your team
  (does not need to be active character) when you first meet Shaw in the
  streets of New York South Side.

* Toad and Stryfe: Full VO conversation. Toad must be on your team but does
  not need to be the active character to have a little extra chat with
  Stryfe (final fight at the end of the Brain Trust area).

* Deadpool and Deadpool: Full VO conversation. Obviously, you have to be
  playing through for a second time, with Deadpool unlocked and on your
  team when you encounter the enemy Deadpool in New York North Side.

* Archangel and Jean Grey: Full VO conversation. Jean does not have to be
  the active character when you meet Archangel at the end of Act 4.


C.02.e) Act 5
-------------
* Storm, Beast and Mr. Sinister: Full VO conversation. Storm does not have
  to be the active character when you finally fight these two

* Living Monolith and Sunfire: Full VO conversation. Sunfire does not have
  to be the active character to get this dialogue.


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 the nearest landmark and are not always real clear. Be sure to use your 
map to keep your bearings. Item lists have checkboxes [] so you can print 
these out and check them off as you find the items.

===============
C.03: Prologue
===============

Objectives:
* Escape

Areas:
* Prison

Items:
* None

Recommended Team:
* You get Magneto, Cyclops, Storm and Wolverine.
* Unless you're playing Hard mode, then you can choose your team

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.

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.

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.04: 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; you'll find Beast 
nearby, ready to buy and sell and, next to him, the Review Computer, where 
you can look at your unlocked goodies. You can go ahead and play the Act 1 
trivia game for some extra XP. Finally, there's the Danger Room Computer; 
but you can't do much yet as only one course is available.

When you're finished sightseeing, 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.05: 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 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 to 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.06: 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
[] Homing beacon: Cerci Burrows, in same room as exit to Larvae Chambers
[] Tech station (+10 Health): Larvae Chambers, in large room with a
   pit where you find second egg cluster
[] Wolverine comic: Larvae Chambers, 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 one of the queen's chambers, behind some egg clusters

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. 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 the 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.07: 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
[] Homing beacon: in a corner room to the right as you leave the dirigible
   hangar, need a Brotherhood mutant to open the door

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 (teleporting doesn't seem to work). 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.08: 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
[] Danger Room Disc Qualifying Exam 100: Northern Plaza, one of the
   prisoner cells
[] 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 (or Deadpool). 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.09: Into the Void
===================

Objectives:
* Defeat Abyss
* Speak with Professor X in the Sanctuary

Areas:
* Genosha Council (X)

Items:
* None

Recommended Team:
* 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 five or six 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.10: 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.11: 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.12: 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.13: 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 (X)

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
[] Sunfire's comic: Nuwali Shrine, in room leading to Nuwali Corridors
[] Tech station (+20 Energy): first main room of Nuwali Corridors
[] Sketch book (Monument, Monument Enemy, Juggernaut): Nuwali Corridors,
   on a ledge after you fly over the large chasm
[] Gambit's comic: Nuwali Corridors, on the octagonal platform with one
   of the guardian switches
[] Weapon cache: Nuwali Corridors, in a hidden room in the corridor on the
   way to the octagonal platform, break down the wall
[] Data disc: Nuwali Corridors, behind a breakable wall next to weapon
   cache

Recommended Team:
* Jean Grey to fly and use TK or Magneto to fly and use Levitation

As you enter the Shrine, you'll get a communique from Shanna. You've got to 
find two 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 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. Keep on going around until you get to 
another floor button. Now jump down into the water-filled room and go up on 
the altar platform to get your first mystic stone.

Head south back to the main entrance and take the west door. Look for 
Sunfire's comic among the rubble along the right side of the room and exit 
to the Nuwali Corridors. In the first room you will find an Xtraction point 
and a +20 Energy tech station. The door straight ahead leads to the Nuwali 
Gateway; don't go there yet.

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