X-Men Legends 2: Rise Of Apocalypse - Strategy Guide (Page 04)
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Go through the other door and enter another water-filled room. From where you enter, take the right-hand hall and have either Jean or Magneto fly across the L-shaped chasm to a small ledge. Pick up the sketch book (Monument, Monument Enemy, Juggernaut), use TK or Levitation to push the large block out of the way, then throw the guardian switch. (Don't worry if your teammates mysteriously appear next to you. It's one of the "features" of the game.) Fly back to the water-filled room and go straight across. Continue down the corridor to an octagonal platform. Defeat the horde of enemies, then throw the guardian switch and pick up Gambit's comic. (If you don't see the comic after the battle, don't worry, you probably accidentally picked it up during all the button mashing.) Go a little way back down the corridor and find the breakable wall on your left. Enter the hidden room for a weapon cache, then break the wall to the left of the cache for a data disc. Head back to the water-filled room and get your second mystic stone. The fourth corridor from this room leads to the Elemental Tomb, so head there now. ================== C.14: Tomb Raiders ================== Objectives: * Locate the Vibranium Idol * Find the Fire Skull * Return the Fire Skull * Find the Water Skull * Return the Water Skull * Find the Earth Skull * Return the Earth Skull * Find the Air Skull * Return the Air Skull * Return to Ka-zar in Avalon Areas: * Elemental Tomb (X) Items: [] Weapon cache: room of air [] Tech station (+4 Strike): between earth and water rooms [] Danger Room Disc Challenge - Gambit: water room [] Homing beacon: alcove in the room of fire Recommended Team: * Flier for getting an elemental skull * Bridge builder for getting an elemental skull * Tank for breaking things * Iceman, Storm or Toad for putting out fires Advance to the first main room and turn right. When you reach the ledge around the large chasm, turn right for a weapon cache. Go back the other way around the chasm until you reach the bridge over to the central, octagonal platform. Have your flier fly to the top of the column and pick up the air elemental skull. Go back over the bridge and through the nearby door to reach another chasm with platform. Take the bridge over, break the rocks and get the earth elemental skull. Take the second bridge off this platform and head through the door. After passing through one room, look down the stairs to your right to find a +4 Strike tech station. Continue through to the water room. Here you'll need to build a bridge across to the platform to get the water elemental skull. Just to the right of where you build the bridge, pick up the Danger Room Disc, Challenge - Gambit. There's also an Xtraction point nearby. Leave through the other door and enter the fire room. Cross to the center platform and put out the fires to get the fire elemental skull. There's a homing beacon (or 15,000 XP reward) in an alcove in the corner opposite where you entered. Continue on to complete the circle and arrive back at the entrance. Now go through the door opposite the entrance to find the room with the pillars that requires the skulls you just picked up. Go to each pillar and Use it to place the skull and the vibranium idol you're searching for rises out of the ground. Go back to the Nuwali Corridors and Xtract back to Avalon and talk to Ka- Zar to finish this task. =================================== C.15: Beyond the Threshold, Part II =================================== Objectives: * Place the mystic stones (2) in the Ancient Doorway statues of the Nuwali Gateway Areas: * Nuwali Gateway (X) Items: [] Danger Room Disc Defend 204: when you enter the Gateway from the Corridors, go straight across the hall and break through the wall on the left for the disc [] Homing beacon: when you enter the Gateway from the Corridors, turn left and fight your way down the long hall with flame-throwing statues, near the end of the hall, break through the wall on your left and break your way through the walls to reach the beacon [] Data disc: from the homing beacon room, go straight across the large hall and through a series of rooms to a large cavern with bridges and islands, immediately turn left and send a flier along the ledge until you see the disc on the other side of the wall, break through the wall Recommended Team: * You'll need a flier or bridge builder to get the data disc Return to the Nuwali Corridors and enter the Gateway. As you enter, go straight through the hall into the next door and break the wall to the left to pick up Danger Room Disc Defend 204. Return to the entrance hall and go right. At the end is another hall with water troughs running through it. It's a long hall with lots of enemies and, just to make things interesting, flame-throwing statues along the sides. You can't destroy the statues or their flamethrowers, so just stay out of the way. Near the end of the hall is a breakable wall to the left. When you break through the wall and get to the next room, walls rise out of the floor. They're breakable, so don't worry about them. Bust your way down the right side of the room to cross the bridge over the chasm and eventually get to a homing beacon--or 15,000 XP if you've already got four beacons. Go back to the main hall and go straight through the door on the other side. Follow the rooms until you get to a cavernous room and find yourself on a bridge. You can, if you wish, thoroughly explore this room, building bridges to move from platform to platform. You'll find a way back to the Corridors exit; an exit to the Shrine and plenty of enemies to drop loot and give XP. However, the important thing is right here. Look along the wall to your left as you come into the cavern. You can't walk along it, but send a flier down the wall until you see a breakable wall along the ledge (you should also be able to see the data disc behind the wall). Land, break down the wall, collect the disc and head back to the hall of flamethrowers. Head through the main exit and you'll be in a large room with some columns that have glowing rings around them and an Xtraction point. If you fall off the raised floor where the Xtraction point is located, you can send a flier back up and the rest of the team will "jump" to you. If, for some reason, you have no flier nor a teleporter, throw one of the switches to be sent to the homing beacon room you cleared a few moments ago and come back through the main door. Alright, head across the room, place your mystic stones and open the Gateway. Professor X will call you back to Avalon to speak to Destiny; this would be a good time to get Iron Man's armor as well. The secret room is M- shaped; and the boss at the end is guarding Iron Man's chest piece. Get Iron Man's armor, return to Avalon, talk to Destiny, Xtract back to the Gateway and head on through to the Beyonders Sanctum. ====================== C.16: The Beast Within ====================== Objectives: * Defeat Mikhail * Free Beast from Mikhail's trap * Talk to Professor X in Avalon Areas: * Beyonders Sanctum (X) * Mikhail's Warship (X - Change Team only) Items: [] Danger Room Disc Qualifying Exam 200: When you enter the Sanctum, it is behind a large stone in an alcove to your left [] Data disc: From the Xtraction point in the Sanctum, go to the opposite corner of the room and look behind the stairs [] Tech station (+4 Focus): in the Sanctum, in the corner opposite the Xtraction point, go up the stairs, through either door and to the corner room, put out the fire at the base of the column and the station will come down [] Weapon cache: Beyonders Sanctum in the room where you fight Omega Red Recommended Team: * See below In the first large room you enter, look along the left wall for an alcove. The Qualifying Exam 200 Danger Room Disc is hiding behind a large stone. From the Xtraction point, go down the stairs and head for the opposite corner of the room. There's a stairway here, and a data disc is hiding to the left of the stairs. At the top of the stairs, go through either door and to the corner room where a large column dominates the center of the room. Put out the fire burning at the base of the column and it will lower to reveal a +4 Focus tech station. Once you've finished your collecting, head through the door next to the Xtraction Point and fight your way to the mini-boss battle against Omega Red. He's not that tough, just hang in there and hit him with your powers. Once he's down, the real fun begins. Search Omega Red's room for a weapon cache, then save your game and stock up on energy and health packs. You should be able to carry at least 22 of each (20 from having at least one character at level 20+ and 2 from finding the first eight data discs). Use the glowing portal in Omega Red's room to enter Mikhail's Warship. Once past his initial group of minions, you'll find an Xtraction point. All you can do at this one is Change Team. Beyond you'll begin what is, arguably, the hardest boss fight in the whole game. The fight against Mikhail has three stages, each harder than the last: 1) Mikhail clones himself. Individually, these guys aren't all that tough, but being mobbed by 15 or 20 Mikhails isn't fun or easy. An Xtreme or two here really helps. 2) Mikhail shields himself and turns the four shield generators into minions. In order to take down the shield, you have to lure each minion onto a pad, kill it while it's on the pad, whereupon it turns back into a console and you can Use it to turn off one of Mikhail's shields. Minions killed when not on a pad turn into consoles, but you can't use them. And then Mikhail turns them back into minions. After the first shield is down, Mikhail starts sending out a rotating beam that damages you and knocks you down, forcing you to play jump-the-energy- beam with him. Now, you're probably wondering how, exactly, you are supposed to accomplish all this. Good question. First, you can recognize when a minion is in the right place because a red arrow will show up over its head. When you see that red arrow, blast it. Don't use powers with Knockback, because you DON'T want to knock it back. Likewise, don't use Telekinesis or Levitation to throw it around. Immobilizing powers (such as Iceman's Freeze Beam) are best. You can lure foes onto the pads by setting your teammates to Defensive AI and keeping them grouped around you with the Call Allies button. This fight takes patience and a certain amount of luck. But, keep at it, the worst is yet to come. 3) When Mikhail loses his shields, he becomes quite happy. You see, he now gets to open a can of whup-ass on you and he will enjoy this very much. Mikhail is TOUGH, and he has a couple of very annoying powers. One, he can turn random objects in the room into minions, so you can't just pepper Mikhail, you have to worry about his lackeys as well. Second, Mikhail can slow down time and you start moving in slow motion while he speeds up and he can come and have his way with you. Yeah. It's that bad. Of course, in addition to his main powers, he can hit for a fair amount of damage and he has a ranged attack and he can stun you and he can knock you down. But, it's all good, right? Again, patience and luck are key. One way to survive this battle is to use Nightcrawler (or Deadpool if you've unlocked him) and, whenever Mikhail slows time, teleport to the opposite side of the room. Mikhail will concentrate on the human-controlled player, so he'll chase after you without bothering your companions. Another helpful thing is to go on a rampage around the room, destroying objects before Mikhail can turn them into minions. A highly destructive, wide-range power works well for this (such as Colossus' Thunder Clap). As a side benefit, you'll get some item drops, including, hopefully, energy and health packs. Finally, Mikhail seems most susceptible to melee damage, so having characters who can add melee damage (especially elemental damage, like Iceman and Sunfire) can be a big help. Keep the flaming fists of fury up, get Mikhail into a corner and just whale on him. However you fight Mikhail, you'll want your highest-level mutants in this battle. The higher the level, the better. There's no one specific way to defeat him. Go all tank or all ranged, just be sure you go all out. Don't be surprised if you get through this battle with one hero left, clinging to life by a thread. Ladd Everitt contributes the following battle strategies: "1) In Stage One with the multiple Mikhails, one thing I discovered is that you do NOT have to stand your ground and fight once all his clones pop up. I knocked down a few of them and then started to circle around the bridge (the board is huge). I was pleasantly surprised to find that there were barrels EVERYWHERE around the perimeter (and down the stairs) on this board and they were pleasantly well stocked, particularly with health, which was crucial to me in winning this and the next two battles. I was literally able to wander around unmolested when there were still several Mikhails left and plunder and restock my entire team. Then, once I was ready to fight again, I was able to isolate the remaining Mikhails and pick them off one or two at a time. This made it MUCH easier than trying to stand and fight. "2) During Stage Three of the battle, once the shields come down and you fight Mikhail himself, I found a gem of a strategy. This strategy is to NEVER LEAVE THE AREA YOU START THE BATTLE IN. You start this fight in a 4- way intersection with white floor underneath you. If you keep your team in this intersection and never leave, Mikhail has NOTHING to turn into a minion. I fought him using Nightcrawler and without ever teleporting I was still quick enough to run around and slice him with sword attacks until he dropped. I only got hit 2, maybe 3, times the whole battle, and I never faced a single minion." For the record, Mr. Everitt's strategy works extremely well. Once Mikhail is down, don't worry about the new objectives. It's all over but the shouting. Sweep the room for tech bits, health and energy packs and other flotsam, then take the new door that's opened up. Once the scientist runs away, destroy the computer console, talk to Beast and take the portal back to Avalon. Talk to Professor Xavier to begin the next Act. ======================== C.17: Rotten to the Core ======================== Objectives: * Talk to Angel * Take X-Jet to the Core * Attach Forge's transceiver into a core console in the Core Interior * Shut down security gate in Core Security * Lower Core shields using shield controls in Core Security * Lower control rods (2) in the Yellow sector of the Core Reactor * Activate control rods in the Yellow sector of the Core Reactor * Lower control rods (2) in the Blue sector of the Core Reactor * Activate control rods in the Blue sector of the Core Reactor * Destroy coolant pumps (2) in Core Control * Defeat Sugarman * Release safety mechanism in Core Control * Talk to Angel in the Weapon X Facility Areas: * Weapon X (X) * Core Interior * Core Security (X) * Core Reactor (X) * Core Control Items: [] Homing Beacon: small room left of the entrance to Core Interior [] Data disc: from entrance to Core Interior, go right and disc is near X-shaped pit [] Danger Room Disc Challenge - Iceman: Core Interior, after putting Forge's transceiver in a security console, turn left down the hall and first room on your right [] Tech station (+6 Speed): at the other end of the hall from the Challenge - Iceman disc is a room with a reactor coil, send a teleporter through the wall over the coil blast the wall down with beams/projectiles, any character can walk across the coil and jump into the room once the wall is down [] Weapon cache: Core Interior, at the opposite end of the hall from the exit to Core Security [] Danger Room Disc Assault 303: Core Security, from the entrance, go right to the third room on the left and into the back room [] Weapon cache: Core Security, from the entrance, take the left-side hall to the second room on the left and break through the back wall [] Storm's comic: Core Reactor, in the central hall [] Homing beacon: Core Reactor, in the central hall, on a ledge past a nuclear waste pit, use a flier or teleporter to pick it up [] Sketch book (Core, Core Enemy, Rogue): Core Control, near force field that blocks you from Yellow reactor coolant pump [] Weapon cache: Core Control, in room where you fight Sugarman Recommended Team * You'll need a flier or teleporter to pick up a homing beacon * You'll need a team that's good at hitting combos to fight Sugarman Welcome to your new digs. Go to the Xtraction point and try out your new Age of Apocalypse threads. You can now put together an AoA team (+100% ATK) of your choice (or not). Wander around. Talk to Prof X, Wolverine, Havok, Heather Hudson (required) and Angel (required). Note: you'll have to use the X-jet to get around this time. Play the trivia game. Frolic in the Danger Room. Drool over your unlockables. View your mission briefings. Whatever floats your boat. When you're ready to get back to the action, head for the X-Jet and choose to be taken to the Core. You'll enter the Core Interior. To the left is a small room where you can pick up your first homing beacon. To the right of the entrance is an X-shaped pit with radioactive slime at the bottom. Be careful fighting around the pit, enemies with knockback can throw you to your gloopy doom. There's a data disc next to the pit, so be sure to pick that up. You'll also begin encountering enemies that are invulnerable unless you hit them with a specific attack (such as the boss in the Iron Man area in Act 2). Keep an eye on the enemy's status bar. Head down the hall past the pit to another pit room, this one with a computer console that is your first objective. Use it, and the door behind it will open. In the hall, turn left and go into the first room on your right to pick up the Challenge - Iceman Danger Room disc. Go down the hall the other direction and turn the corner to run into a force field. Turn around and go through the door behind you into a reactor room. Over the blue coil is a breakable wall. Any character can stand on the coil and blast the wall with beams/projectiles or you can teleport through it. Behind the wall is a +6 Speed tech station. Go through the next room to get around the force field (you can disable it from this side), then go to the room at the end of the hall and break down the left-hand walls to advance to the exit. At the opposite end of the exit hall is a weapon cache hidden amongst common barrels and boxes. Enter Core Security. The Xtraction point is down the hall to your right, first door on your left, which happens to be a lavatory. Oh joy. The next room to the left is just goons. The room beyond that is also just mobs, but you can go through to the room in the back to pick up the Assault 303 Danger Room disc. Go back to the room before the DR Disc room, and break the wall to the side to get into a computer room. Destroy the computers to open the gate to the security room. Head back for the entrance and take the left side hallway. The first room on the left has mobs, and the second. You can break through the back wall of the second room to get a weapon cache. The third room is also just mobs; the fourth is the core security room. Destroy the console in here to open the force field to the core reactor. Head for the exit, clearing out the room on the left as you go (nothing but mobs). As you enter the Core Reactor, the Blue area is to your left and Yellow to your right. In each area, you have to drop two control rods and then activate the reactor at the main control. Take whichever you prefer first; both areas play exactly the same: The room you first enter has the main control console. Ignore it and continue to the room with a big pit in the center. Use the console on the small bridge to drop the rods. Proceed to the next rod room and repeat the procedure. Return to the main console and activate the reactor. Once both reactors have been activated, the doors to the central hall will open. Go up the center hall to pick up Storm's comic and continue until it dead-ends at a T intersection. Across the pit is a homing beacon, use flight or teleportation to get it. Then go around either through the Yellow or Blue area to get to the Xtraction point and the exit to Core Control. In Core Control, follow the hall to a dead end, where you can destroy the coolant pump for the Blue reactor (has a red arrow floating over it). Then go back through the hall and take the door on your left. When you reach the room with the force field, go the other way, through the door and break through the wall at the far end of the room. Be sure to circle around and pick up the sketch book (Core, Core Enemy, Rogue) near the force field. When you get to the room with the energy sap, try to stay away from it and draw mobs to you. Go through the door before the energy sap to find the Yellow reactor coolant pump. Destroy it, then head back to the energy sap room and go past it. Wait a few moments for your energy to recharge (or use up some energy packs). You've got a mini-boss fight ahead of you, so you might want to open a Blink Portal and return to base for rest, refit and save game. When you're ready, head through the door for your battle royale. Sugarman looks tough and he is, partially. He can dish out a lot of damage, and his tongue lash would make Toad green with envy, but his defenses are weak. Power combos are especially good against him. A half-dozen combos will dissolve Sugarman, so take a team that you can hit a lot of combos with. Try to stay behind him or to the side so you avoid his tongue, and run away when he starts flailing about with his hammers. It shouldn't take you long to take Sugarman out. Search the room for a weapon cache (it's not hidden), then activate the console to blow up the reactor. Take the portal back to Weapon X. Rest and refit. Watch the Infinite Factory mission briefing, then head out in the X-Jet. ============================ C.18: Infinite Possibilities ============================ Objectives: * Talk to Heather Hudson in the Weapon X Facility * Take X-Jet to the Infinite Factory * Destroy Infinite Engineering - Start the power source in Infinite Engineering - Turn off emergency override in Infinite Engineering * Destroy Genetic Processing - Destroy the DNA storage in Genetic Processing * Destroy Mutant Fusion Core * Destroy Infinite Assembly Factory - Shut down the substations (4) in the Assembly area - Shut down the substation for the cryogenic monitoring system * Infinite spy needs codes: A member of Department H needs codes from a computer console (optional) Areas: * Factory Entrance (X) * Infinite Engineering * Fusion Core * Genetic Processing * Assembly Factory (X) Items: [] Data disc: Factory Entrance, near exit to Genetic Processing [] Weapon cache: Room beside power distribution console room [] Danger Room Disc Challenge - Phoenix: Infinite Engineering, from power distribution console, follow hall back towards exit, going straight through door to get the disc from a balcony [] Tech station (+6 Strike): Infinite Engineering, end of the path opposite the way to the power distribution console [] Scarlet Witch's comic: Fusion Core, at first intersection go left and it's in the first room [] Tech station (+30 Health): room just beyond Scarlet Witch's comic [] Weapon cache: Fusion Core, in a room with a large pit, just before the room with the fusion core [] Tech station (+30 Energy): Genetic Processing, in the DNA processor (big rollers) after you wreck it [] Homing beacon: Genetic Processing, left at the first intersection past the DNA processor, on one of the side catwalks [] Iceman's comic: Genetic Processing, on the large metal bridge, among the blocks that bar your way [] Homing beacon: Assembly Factory, on top of some crates in a long, rectangular room on your way to the cryogenic substation [] Weapon cache: Assembly Factory, room where you destroy the cryogenic substation [] Danger Room Disc Challenge - Sunfire: Assembly Factory, cryogenic chamber inside one of the pods Recommended Team: * There are a lot of robots that are resistant to mental attacks and immune to energy and elemental attacks, so a tank-heavy party does well * You'll need someone with Might or Magneto/Jean to destroy Genetic Processing At the Factory Entrance, your first objective is ahead and to the left behind some cylinders; it's the security pass that will allow you to get into some locked areas. Go down the right-side hall to the four-way intersection and take a right. Down on your right is the Xtraction point, and across from it is a console where you can download some genetic codes. Go back to the four-way and turn right (you're now continuing straight away from the entrance) and pick up a data disc. Back to the four-way, go right again, and find the Department H agent who wants those genetic codes. Since you're down here anyway, head through the door, which leads to Infinite Engineering. Follow the hall to the large room with two pits in the center, and take the left-hand (as you come into the room) door. Dodge the flame jets in the hall until you reach a +6 Strike tech station. Use the console in the room to turn off the flame jets. Head back to the large room with two pits and cross to the door opposite. When you come to the next large room, you're up on a catwalk, follow it around to your right and continue through the hall. Keep going, through a couple more rooms. In the second room, activate the security console to unlock the power distribution console you're looking for. Head out through the opposite door to a T-intersection. Go left and through the door to pick up the Danger Room disc, Challenge - Phoenix, then go back the other way to find the power distribution console. Use it to overload the system. Open the door to your right to score a weapon cache, then use the Blink Portal to instantly return to the center of the Factory Entrance. Go save your game. Since the Xtraction point is right next to the Fusion Core, make that your next stop. When you reach the first intersection, use the control panel on your left to open the door. Go into the rooms beyond to find Scarlet Witch's comic and a +30 Health tech station. Go back the other way and proceed across the bridge. When you get near where the hall turns left, there's an energy sap. Run past it and draw the mobs after you; recharge with energy packs and lay into them. Keep going until you reach a room with an energy sap in the middle. Stay away from it and wait for the mobs to come get you. Then bust your way through the wall to continue. In this room, there's a weapon cache to the left of the wall you broke through. Now just keep going until you reach the fusion core and bust it up. Then take the nearby teleporter back to the Factory Entrance and head for Genetic Processing (the door near where you picked up the data disc). Take either the left or right path until you reach a large room with some rolling cylinders in a pit. Find the steel beam with the blue X floating over it and use a Might character or Jean or Magneto to push it into the cylinders. Jump down into the pit and use the +30 Energy tech station. Continue across the bridge until you reach the first intersection. Go left, destroy robots until the dispenser runs out, then search the catwalks to the side to pick up a homing beacon. Go back the other way and follow the catwalks around until you get back on to the main bridge (it was blocked, and you had to come around this way). Go back toward the blocks on the bridge to pick up Iceman's comic. Continue on to the main DNA processing platform, activate the console, then have a character with Might push a tank off the edge. Mission accomplished, time to teleport back to the Factory Entrance and talk to Guardian. Time to take out the Assembly Factory. Go down the stairs to the left of your entry point to this area and open the doors using the console. Beware of the energy sap in the first room of the Factory. The next room contains an Xtraction point. Work your way down the corridor, dodging electric beams and destroying the marked consoles. When you hit the last one, a door opens to your left, but don't go that way just yet. Head in the opposite direction to find a cryogenic chamber. Destroy the gun turret in the center, then head back in the other direction. When you get to a long, rectangular room filled with crates, look on top of the crates for your fourth homing beacon. Continue following the corridors until you get to a small room with your objective--a computer console. Destroy it, pick up the weapon cache nearby and leave through the other door, which takes you to the cryogenic chamber. Now you'll appreciate having destroyed that turret as all the clones in cryogenic sleep wake up and start attacking you. You'll note, during the short cutscene, one of the slumbering clones has a disc in its pod. After you've defeated the mobs, use a flier or teleporter to get up to the upper level and pick up the Challenge Sunfire Danger Room disc. Go through the one door you haven't been through yet, and you'll find the exit into Central Processing. ========================= C.19: Sinister Intentions ========================= Objectives: * Destroy the super computer * Talk to Heather Hudson in the Weapon X Facility Areas: * Central Processing Items: [] Sketch book (Infinite Processing Plant, Infinite Enemy, Gambit): Landing after crossing first bridge Recommended Team: * Anyone with whom you're comfortable, the fight is pretty easy From the entrance of Central Processing, cross the bridge to a landing, which has an energy sap and a sketch book (Infinite Processing Plant, Infinite Enemy, Gambit). Cross the next bridge and through a couple of rooms until you see reach a large room with a center area surrounded by (unbreakable) glass and several large columns of light. This is your mini-boss fight, so you might want to open a Blink Portal and save your game. Walk around the outside of the glass until you reach some glass doors. When you enter, you'll be confronted by a hologram of Mr. Sinister, who then unleashes clones of old X-Men (Cyclops, Storm, Wolverine and Iceman, to be specific). This fight is, really, laughably easy. Ignore the Sinister clones and run around destroying the holographic generators (columns of light). Then concentrate on the X-Dopplegangers. Once they are gone, use the new Blink Portal to return to Weapon X and talk to Heather Hudson. While you're here, use the Secret Portal next to Forge to enter an E-shaped room. Clear the room while avoiding the far end of the E from where you enter. Once the room is clear, you can go to that end and Use the console to turn off the force field blocking Iron Man's helmet. The console is protected by an energy sap, but if there are no enemies around, that doesn't matter. Return to Weapon X. ======================= C.20: 'Altar'ed Reality ======================= Objectives: * Destroy the psionic altar in the Madri Cloisters * Destroy the psionic altar in the Meditation Chamber * Destroy the psionic altar in the Divine Sanctuary You will accomplish these objectives simultaneously with "Of Gods and Heroes". ======================== C.21: Of Gods and Heroes ======================== Objectives: * Talk to Professor X * Take the X-Jet to the Madri Temple * Locate the Stepford Sisters * Find the Body Artifact in the Hall of Knowledge * Return the Body Artifact to the Madri Antechamber * Find the Rage Artifact in the Madri Cloisters * Return the Rage Artifact to the Madri Antechamber * Find the Heart Artifact in the Meditation Chamber * Return the Heart Artifact to the Madri Antechamber * Find the Soul Artifact in the Divine Sanctuary * Return the Soul Artifact to the Madri Antechamber * Find the Mind Artifact in the Madri Conclave * Return the Mind Artifact to the Madri Antechamber * Talk to Professor X Areas: * Madri Antechamber * Hall of Knowledge (X) * Madri Cloisters * Meditation Chamber * Divine Sanctuary * Madri Conclave (X) * Monastic Citadel (X - Change Team only) Items: [] Homing beacon: Madri Antechamber, entrance, next to one of the columns [] Danger Room Disc Destroy 304: Madri Antechamber, first room after entrance [] Juggernaut's comic: Madri Antechamber, behind an altar near where you first meet Emma Frost [] Tech station (+6 Body): Madri Antechamber, after meeting Emma Frost, keep going straight and it's the room at the end of the hall [] Danger Room Disc Challenge - Scarlet Witch: Madri Cloisters, in the room where you make an offering to open the Artifact of Rage room [] Tech station (+6 Focus): Madri Cloisters, when you destroy the psionic altar, use the offering altars in the corners of the room to open a room a little way back down the hall [] Weapon cache: Madri Cloisters, same room as +6 Focus tech station [] Danger Room Disc Qualifying Exam 300: Meditation Chamber, in an alcove on the opposite side of the area from the entrance [] Weapon cache: Divine Sanctuary, in the large room with all the side rooms, turn back toward the entrance and enter a small room [] Homing beacon: Divine Sanctuary, from the room with the weapon cache, go further back (toward the entrance) to enter a very small room and fly up to get the beacon [] Data disc: Divine Sanctuary, in one of the two side rooms with a large pit, fly over the pit to a ledge [] Sketch book (Madri Temple, Madri Enemy, Scarlet Witch): Divine Sanctuary, in the downstairs shortcut from the Artifact to the main entrance [] Data disc: Madri Conclave, at the first T-intersection, go right and clear the rooms and you should find the disc in a corner alcove [] Weapon cache: Madri Conclave, in the downstairs shortcut between the Artifact and the main entrance Recommended Team: * You'll need a flier for several items * A teleporter comes in handy for exploiting a couple of shortcuts * You'll definitely need a tank with strong personal shielding (Colossus, Juggs, Rogue) for the boss fight Watch your mission briefing, then use the X-Jet to get to the Madri Temple Antechamber. Here in the entrance foyer is a homing beacon, right beside one of the columns. In the very next room is a Danger Room disc, Destroy 304. Next up is a hall full of doors. Open any of the side doors to get your next set of tasks. Clear out the side rooms and beyond to find the entrance to the Hall of Knowledge. In the Hall, take your first left to get the Artifact of Body. A portal will open back to the Altar of Body, use it, place the artifact, then portal back. Continue through the Hall. Take the next right to find an Xtraction point.
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